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- float timer = 0.f;
- float const notImmediateModeDuration = 3;
- float const immediateModeDuration = .5;
- float const fakeDt = 1.f / 60.f;
- void renderCallback()
- {
- bool const interactive = true;
- stepPhysicsScene(interactive);
- //stepPhysicsImmediateModeEntireScene(interactive);
- timer += fakeDt;
- if (timer>notImmediateModeDuration) {
- if (timer > notImmediateModeDuration + immediateModeDuration) {
- // reset timer
- timer = 0;
- cout << endl << endl << endl;
- }
- stepPhysicsBall();
- }
- Snippets::startRender(sCamera->getEye(), sCamera->getDir(), 10.f, 100000.f);
- PxScene* scene;
- PxGetPhysics().getScenes(&scene,1);
- PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
- if(nbActors)
- {
- std::vector<PxRigidActor*> actors(nbActors);
- scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
- Snippets::renderActors(&actors[0], PxU32(actors.size()), true);
- }
- Snippets::finishRender();
- }
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