Add support for multi-threaded CPU particles simulation
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@@ -1580,11 +1580,11 @@ void AnimGraphExecutor::ProcessGroupAnimation(Box* boxBase, Node* nodeBase, Valu
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#if 0
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// Prevent recursive calls
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for (int32 i = _callStack.Count() - 1; i >= 0; i--)
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for (int32 i = context.CallStack.Count() - 1; i >= 0; i--)
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{
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if (_callStack[i]->Type == GRAPH_NODE_MAKE_TYPE(9, 24))
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if (context.CallStack[i]->Type == GRAPH_NODE_MAKE_TYPE(9, 24))
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{
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const auto callFunc = _callStack[i]->Assets[0].Get();
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const auto callFunc = context.CallStack[i]->Assets[0].Get();
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if (callFunc == function)
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{
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value = Value::Zero;
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@@ -1879,7 +1879,7 @@ void AnimGraphExecutor::ProcessGroupFunction(Box* boxBase, Node* node, Value& va
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Graph* graph;
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for (int32 i = context.CallStack.Count() - 1; i >= 0; i--)
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{
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if (context.CallStack[i]->Type == GRAPH_NODE_MAKE_TYPE(9, 24) && context.Functions.TryGet(context.CallStack[i], graph) && context.GraphStack.Last() == (Graph*)graph)
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if (context.CallStack[i]->Type == GRAPH_NODE_MAKE_TYPE(9, 24) && context.Functions.TryGet(context.CallStack[i], graph) && context.GraphStack.Last() == graph)
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{
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functionCallNode = (AnimGraphNode*)context.CallStack[i];
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break;
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