Jolt Physics
A multi core friendly Game Physics Engine
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Base class for locking bodies for the duration of the scope of this class (do not use directly) More...
#include <BodyLock.h>
Public Member Functions | |
BodyLockBase (const BodyLockInterface &inBodyLockInterface, const BodyID &inBodyID) | |
Constructor will lock the body. | |
void | ReleaseLock () |
Explicitly release the lock (normally this is done in the destructor) | |
~BodyLockBase () | |
Destructor will unlock the body. | |
bool | Succeeded () const |
Test if the lock was successful (if the body ID was valid) | |
bool | SucceededAndIsInBroadPhase () const |
Test if the lock was successful (if the body ID was valid) and the body is still in the broad phase. | |
BodyType & | GetBody () const |
Access the body. | |
Public Member Functions inherited from NonCopyable | |
NonCopyable ()=default | |
NonCopyable (const NonCopyable &)=delete | |
void | operator= (const NonCopyable &)=delete |
Base class for locking bodies for the duration of the scope of this class (do not use directly)
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inline |
Constructor will lock the body.
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inline |
Destructor will unlock the body.
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inline |
Access the body.
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inline |
Explicitly release the lock (normally this is done in the destructor)
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inline |
Test if the lock was successful (if the body ID was valid)
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inline |
Test if the lock was successful (if the body ID was valid) and the body is still in the broad phase.