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Jolt Physics
A multi core friendly Game Physics Engine
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Base class for locking multiple bodies for the duration of the scope of this class (do not use directly) More...
#include <BodyLockMulti.h>
Public Types | |
| using | MutexMask = BodyLockInterface::MutexMask |
| Redefine MutexMask. | |
Public Member Functions | |
| BodyLockMultiBase (const BodyLockInterface &inBodyLockInterface, const BodyID *inBodyIDs, int inNumber) | |
| Constructor will lock the bodies. | |
| void | ReleaseLocks () |
| Explicitly release the locks on all bodies (normally this is done in the destructor) | |
| ~BodyLockMultiBase () | |
| Destructor will unlock the bodies. | |
| int | GetNumBodies () const |
| Returns the number of bodies that were locked. | |
| BodyType * | GetBody (int inBodyIndex) const |
| Access the body (returns null if body was not properly locked) | |
Public Member Functions inherited from NonCopyable | |
| NonCopyable ()=default | |
| NonCopyable (const NonCopyable &)=delete | |
| void | operator= (const NonCopyable &)=delete |
Base class for locking multiple bodies for the duration of the scope of this class (do not use directly)
| using BodyLockMultiBase< Write, BodyType >::MutexMask = BodyLockInterface::MutexMask |
Redefine MutexMask.
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Constructor will lock the bodies.
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Destructor will unlock the bodies.
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Access the body (returns null if body was not properly locked)
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Returns the number of bodies that were locked.
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Explicitly release the locks on all bodies (normally this is done in the destructor)