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@@ -24,7 +24,7 @@ namespace JPH {
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BodyManager::~BodyManager()
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{
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- UniqueLock<Mutex> lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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+ UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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// Destroy any bodies that are still alive
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for (Body *b : mBodies)
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@@ -36,7 +36,7 @@ BodyManager::~BodyManager()
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void BodyManager::Init(uint inMaxBodies)
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{
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- UniqueLock<Mutex> lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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+ UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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// Allocate space for bodies
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mBodies.reserve(inMaxBodies);
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@@ -51,14 +51,14 @@ void BodyManager::Init(uint inMaxBodies)
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uint BodyManager::GetNumBodies() const
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{
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- UniqueLock<Mutex> lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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+ UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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return mNumBodies;
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}
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BodyManager::BodyStats BodyManager::GetBodyStats() const
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{
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- UniqueLock<Mutex> lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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+ UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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BodyStats stats;
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stats.mNumBodies = mNumBodies;
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@@ -95,7 +95,7 @@ Body *BodyManager::CreateBody(const BodyCreationSettings &inBodyCreationSettings
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// Determine next free index
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uint32 idx;
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{
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- UniqueLock<Mutex> lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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+ UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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if (mBodyIDFreeListStart != cBodyIDFreeListEnd)
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{
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@@ -171,7 +171,7 @@ void BodyManager::DestroyBodies(const BodyID *inBodyIDs, int inNumber)
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if (inNumber <= 0)
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return;
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- UniqueLock<Mutex> lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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+ UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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// Update cached number of bodies
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JPH_ASSERT(mNumBodies >= (uint)inNumber);
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@@ -215,7 +215,7 @@ void BodyManager::ActivateBodies(const BodyID *inBodyIDs, int inNumber)
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if (inNumber <= 0)
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return;
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- UniqueLock<Mutex> lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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+ UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowActivation);
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@@ -254,7 +254,7 @@ void BodyManager::DeactivateBodies(const BodyID *inBodyIDs, int inNumber)
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if (inNumber <= 0)
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return;
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- UniqueLock<Mutex> lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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+ UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowDeactivation);
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@@ -309,7 +309,7 @@ void BodyManager::GetActiveBodies(BodyIDVector &outBodyIDs) const
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{
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JPH_PROFILE_FUNCTION();
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- UniqueLock<Mutex> lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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+ UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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outBodyIDs.assign(mActiveBodies, mActiveBodies + mNumActiveBodies);
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}
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@@ -318,7 +318,7 @@ void BodyManager::GetBodyIDs(BodyIDVector &outBodies) const
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{
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JPH_PROFILE_FUNCTION();
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- UniqueLock<Mutex> lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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+ UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
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// Reserve space for all bodies
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outBodies.clear();
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@@ -335,7 +335,7 @@ void BodyManager::GetBodyIDs(BodyIDVector &outBodies) const
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void BodyManager::SetBodyActivationListener(BodyActivationListener *inListener)
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{
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- UniqueLock<Mutex> lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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+ UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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mActivationListener = inListener;
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}
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@@ -442,7 +442,7 @@ void BodyManager::SaveState(StateRecorder &inStream) const
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}
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{
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- UniqueLock<Mutex> lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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+ UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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// Write active bodies, sort because activation can come from multiple threads, so order is not deterministic
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inStream.Write(mNumActiveBodies);
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@@ -492,7 +492,7 @@ bool BodyManager::RestoreState(StateRecorder &inStream)
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}
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{
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- UniqueLock<Mutex> lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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+ UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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// Mark current active bodies as deactivated
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for (BodyID *id = mActiveBodies, *id_end = mActiveBodies + mNumActiveBodies; id < id_end; ++id)
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@@ -735,7 +735,7 @@ void BodyManager::Draw(const DrawSettings &inDrawSettings, const PhysicsSettings
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void BodyManager::InvalidateContactCacheForBody(Body &ioBody)
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{
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- lock_guard<Mutex> lock(mBodiesCacheInvalidMutex);
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+ lock_guard lock(mBodiesCacheInvalidMutex);
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if (!ioBody.IsCollisionCacheInvalid())
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{
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@@ -746,7 +746,7 @@ void BodyManager::InvalidateContactCacheForBody(Body &ioBody)
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void BodyManager::ValidateContactCacheForAllBodies()
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{
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- lock_guard<Mutex> lock(mBodiesCacheInvalidMutex);
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+ lock_guard lock(mBodiesCacheInvalidMutex);
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for (const BodyID &b : mBodiesCacheInvalid)
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{
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@@ -789,7 +789,7 @@ void BodyManager::CollectStats() const
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#ifdef _DEBUG
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void BodyManager::ValidateActiveBodyBounds()
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{
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- UniqueLock<Mutex> lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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+ UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
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for (BodyID *id = mActiveBodies, *id_end = mActiveBodies + mNumActiveBodies; id < id_end; ++id)
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{
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