Jolt Physics
A multi core friendly Game Physics Engine
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BodyLockMultiBase< Write, BodyType > Class Template Reference

Base class for locking multiple bodies for the duration of the scope of this class (do not use directly). More...

#include <BodyLockMulti.h>

Inheritance diagram for BodyLockMultiBase< Write, BodyType >:
NonCopyable

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

Detailed Description

template<bool Write, class BodyType>
class BodyLockMultiBase< Write, BodyType >

Base class for locking multiple bodies for the duration of the scope of this class (do not use directly).

Member Typedef Documentation

◆ MutexMask

template<bool Write, class BodyType>
using BodyLockMultiBase< Write, BodyType >::MutexMask = BodyLockInterface::MutexMask

Redefine MutexMask.

Constructor & Destructor Documentation

◆ BodyLockMultiBase()

template<bool Write, class BodyType>
BodyLockMultiBase< Write, BodyType >::BodyLockMultiBase ( const BodyLockInterface & inBodyLockInterface,
const BodyID * inBodyIDs,
int inNumber )
inline

Constructor will lock the bodies.

◆ ~BodyLockMultiBase()

template<bool Write, class BodyType>
BodyLockMultiBase< Write, BodyType >::~BodyLockMultiBase ( )
inline

Destructor will unlock the bodies.

Member Function Documentation

◆ GetBody()

template<bool Write, class BodyType>
BodyType * BodyLockMultiBase< Write, BodyType >::GetBody ( int inBodyIndex) const
inline

Access the body (returns null if body was not properly locked).

◆ GetNumBodies()

template<bool Write, class BodyType>
int BodyLockMultiBase< Write, BodyType >::GetNumBodies ( ) const
inline

Returns the number of bodies that were locked.

◆ ReleaseLocks()

template<bool Write, class BodyType>
void BodyLockMultiBase< Write, BodyType >::ReleaseLocks ( )
inline

Explicitly release the locks on all bodies (normally this is done in the destructor).


The documentation for this class was generated from the following file: