Merge branch 'fix_physx_addactor' of https://github.com/GoaLitiuM/FlaxEngine into GoaLitiuM-fix_physx_addactor
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@@ -68,7 +68,6 @@ struct ScenePhysX
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float LastDeltaTime = 0.0f;
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float LastDeltaTime = 0.0f;
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FixedStepper Stepper;
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FixedStepper Stepper;
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SimulationEventCallback EventsCallback;
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SimulationEventCallback EventsCallback;
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Array<PxActor*> AddActors;
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Array<PxActor*> RemoveActors;
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Array<PxActor*> RemoveActors;
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Array<PhysicsColliderActor*> RemoveColliders;
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Array<PhysicsColliderActor*> RemoveColliders;
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Array<Joint*> RemoveJoints;
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Array<Joint*> RemoveJoints;
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@@ -1279,7 +1278,7 @@ void PhysicsBackend::AddSceneActor(void* scene, void* actor)
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{
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{
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auto scenePhysX = (ScenePhysX*)scene;
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auto scenePhysX = (ScenePhysX*)scene;
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FlushLocker.Lock();
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FlushLocker.Lock();
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scenePhysX->AddActors.Add((PxActor*)actor);
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scenePhysX->Scene->addActor(*(PxActor*)actor);
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FlushLocker.Unlock();
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FlushLocker.Unlock();
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}
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}
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@@ -2990,13 +2989,6 @@ void PhysicsBackend::FlushRequests(void* scene)
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auto scenePhysX = (ScenePhysX*)scene;
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auto scenePhysX = (ScenePhysX*)scene;
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FlushLocker.Lock();
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FlushLocker.Lock();
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// Add objects
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if (scenePhysX->AddActors.HasItems())
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{
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scenePhysX->Scene->addActors(scenePhysX->AddActors.Get(), scenePhysX->AddActors.Count());
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scenePhysX->AddActors.Clear();
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}
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// Perform latent actions
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// Perform latent actions
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for (int32 i = 0; i < scenePhysX->Actions.Count(); i++)
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for (int32 i = 0; i < scenePhysX->Actions.Count(); i++)
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{
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{
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