//void stepPhysics() void stepPhysics() { //// Start simulation //gScene->simulate(1.0f/60.0f); gScene.simulate(1 / 60f); //// Start ray-cast threads //gRaysAvailable = gRayCount; //gRaysCompleted = 0; gRaysAvailable = gRayCount; gRaysCompleted = 0; //// Signal to each raycast thread that they can start performing raycasts. //for (PxU32 i=0; i < gNumThreads; ++i) for (uint i = 0; i < gNumThreads; ++i) { //SnippetUtils::syncSet(gThreads[i].mWorkReadySyncHandle); gThreads[i].mWorkReadySyncHandle.Set(); } //// Wait for raycast threads to finish. //SnippetUtils::syncWait(gWorkDoneSyncHandle); //SnippetUtils::syncReset(gWorkDoneSyncHandle); gWorkDoneSyncHandle.WaitOne(); gWorkDoneSyncHandle.Reset(); //// Fetch simulation results //gScene->fetchResults(true); gScene.fetchResults(true); }
//void stepPhysics(bool /*interactive*/){ void stepPhysics(bool interactive) { //gScene->simulate(1.0f/60.0f); //gScene->fetchResults(true); gScene.simulate(1 / 60f); gScene.fetchResults(true); var p = DEBUG.getGlobalPose().p; System.Console.WriteLine($"{p.x}, {p.y}, {p.z}"); }