// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2008 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- inline NxActor* NiPhysXRigidBodyDest::GetActor() const { return m_pkActor; } //--------------------------------------------------------------------------- inline void NiPhysXRigidBodyDest::SetActor(NxActor* pkActor) { m_pkActor = pkActor; } //--------------------------------------------------------------------------- inline NxActor* NiPhysXRigidBodyDest::GetActorParent() const { return m_pkActorParent; } //--------------------------------------------------------------------------- inline void NiPhysXRigidBodyDest::SetActorParent(NxActor* pkParent) { m_pkActorParent = pkParent; } //--------------------------------------------------------------------------- inline bool NiPhysXRigidBodyDest::GetOptimizeSleep() const { return m_bOptimizeSleep; } //--------------------------------------------------------------------------- inline void NiPhysXRigidBodyDest::SetOptimizeSleep(const bool bOptimize) { m_bOptimizeSleep = bOptimize; // Always set these variables as we want to be sure that an update // happens even if the actor is already sleeping and sleep optimization // has been turned on or off while the actor is sleeping. m_bSleeping = false; m_bSleepUpdateDone = false; } //--------------------------------------------------------------------------- inline float NiPhysXRigidBodyDest::GetTime(NiUInt32 uiIndex) const { return m_afTimes[m_aucIndices[uiIndex]]; } //--------------------------------------------------------------------------- inline const NxMat34& NiPhysXRigidBodyDest::GetPose(NiUInt32 uiIndex) const { return m_akPoses[m_aucIndices[uiIndex]]; } //--------------------------------------------------------------------------- inline bool NiPhysXRigidBodyDest::GetSleeping() const { return m_bSleeping; } //---------------------------------------------------------------------------