@@ -1001,7 +1001,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
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||||
int32 wheelsCount = 0;
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for (auto wheelVehicle : scenePhysX->WheelVehicles)
|
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{
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||||
if (!wheelVehicle->IsActiveInHierarchy())
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||||
if (!wheelVehicle->IsActiveInHierarchy() || !wheelVehicle->GetEnableSimulation())
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continue;
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auto drive = (PxVehicleWheels*)wheelVehicle->_vehicle;
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ASSERT(drive);
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@@ -1216,7 +1216,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
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for (int32 i = 0, ii = 0; i < scenePhysX->WheelVehicles.Count(); i++)
|
||||
{
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||||
auto wheelVehicle = scenePhysX->WheelVehicles[i];
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||||
if (!wheelVehicle->IsActiveInHierarchy())
|
||||
if (!wheelVehicle->IsActiveInHierarchy() || !wheelVehicle->GetEnableSimulation())
|
||||
continue;
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||||
auto drive = (PxVehicleWheels*)scenePhysX->WheelVehicles[ii]->_vehicle;
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auto& perVehicle = WheelVehiclesResultsPerVehicle[ii];
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||||
@@ -1237,7 +1237,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
|
||||
for (int32 i = 0, ii = 0; i < scenePhysX->WheelVehicles.Count(); i++)
|
||||
{
|
||||
auto wheelVehicle = scenePhysX->WheelVehicles[i];
|
||||
if (!wheelVehicle->IsActiveInHierarchy())
|
||||
if (!wheelVehicle->IsActiveInHierarchy() || !wheelVehicle->GetEnableSimulation())
|
||||
continue;
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||||
auto drive = WheelVehiclesCache[ii];
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||||
auto& perVehicle = WheelVehiclesResultsPerVehicle[ii];
|
||||
|
||||
Reference in New Issue
Block a user