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Mar 30th, 2017
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  1. float timer = 0.f;
  2. float const notImmediateModeDuration = 3;
  3. float const immediateModeDuration = .5;
  4. float const fakeDt = 1.f / 60.f;
  5.  
  6. void renderCallback()
  7. {
  8. bool const interactive = true;
  9. stepPhysicsScene(interactive);
  10. //stepPhysicsImmediateModeEntireScene(interactive);
  11.  
  12. timer += fakeDt;
  13. if (timer>notImmediateModeDuration) {
  14. if (timer > notImmediateModeDuration + immediateModeDuration) {
  15. // reset timer
  16. timer = 0;
  17. cout << endl << endl << endl;
  18. }
  19.  
  20. stepPhysicsBall();
  21. }
  22.  
  23. Snippets::startRender(sCamera->getEye(), sCamera->getDir(), 10.f, 100000.f);
  24.  
  25. PxScene* scene;
  26. PxGetPhysics().getScenes(&scene,1);
  27. PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
  28. if(nbActors)
  29. {
  30. std::vector<PxRigidActor*> actors(nbActors);
  31. scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
  32. Snippets::renderActors(&actors[0], PxU32(actors.size()), true);
  33. }
  34.  
  35. Snippets::finishRender();
  36. }
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