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