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    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.  More... | |
| void | ReleaseLock () | 
| Explicitly release the lock (normally this is done in the destructor)  More... | |
| ~BodyLockBase () | |
| Destructor will unlock the body.  More... | |
| bool | Succeeded () const | 
| Test if the lock was successful (if the body ID was valid)  More... | |
| bool | SucceededAndIsInBroadPhase () const | 
| Test if the lock was successful (if the body ID was valid) and the body is still in the broad phase.  More... | |
| BodyType & | GetBody () const | 
| Access the body.  More... | |
  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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Constructor will lock the body.
      
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Destructor will unlock the body.
      
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Access the body.
      
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Explicitly release the lock (normally this is done in the destructor)
      
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Test if the lock was successful (if the body ID was valid)
      
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Test if the lock was successful (if the body ID was valid) and the body is still in the broad phase.