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https://github.com/bloeys/physx-go.git
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Implement SetScratchBuffer
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@ -95,12 +95,10 @@ func (s *Scene) AddActor(a *Actor) {
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C.CPxScene_addActor(s.cS, a.cA)
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}
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// void CPxScene_simulate(CSTRUCT CPxScene*, CPxReal elapsedTime);
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func (s *Scene) Simulate(elapsedTime float32) {
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C.CPxScene_simulate(s.cS, C.float(elapsedTime))
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}
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// bool CPxScene_fetchResults(struct CPxScene*, bool block, CPxU32* errorState);
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func (s *Scene) FetchResults(block bool) (bool, uint32) {
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var errState uint32
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@ -108,6 +106,10 @@ func (s *Scene) FetchResults(block bool) (bool, uint32) {
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return bool(b), errState
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}
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func (s *Scene) SetScratchBuffer(multiplesOf16k uint32) {
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C.CPxScene_setScratchBuffer(s.cS, C.uint(multiplesOf16k))
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}
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type Physics struct {
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cPhysics *C.struct_CPxPhysics
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}
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@ -11,6 +11,8 @@ extern "C" {
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struct CPxScene
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{
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void* obj;
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void* scratchBuffer;
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CPxU32 scratchBufferSize;
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};
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CPxAPI CSTRUCT CPxPvdSceneClient* CPxScene_getScenePvdClient(CSTRUCT CPxScene*);
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@ -18,6 +20,14 @@ extern "C" {
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CPxAPI void CPxScene_simulate(CSTRUCT CPxScene*, CPxReal elapsedTime);
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CPxAPI bool CPxScene_fetchResults(CSTRUCT CPxScene*, bool block, CPxU32* errorState);
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/// <summary>
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/// Creates a scratch buffer thats a multiple of 16K to be used by the scene when running CPxScene_simulate.
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/// The buffer MUST be 16-byte aligned. If a buffer already exists then it is freed and a new one is allocated.
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/// If multiples passed are zero then any existing buffers are cleared
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/// </summary>
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/// <returns></returns>
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CPxAPI void CPxScene_setScratchBuffer(CSTRUCT CPxScene*, uint32_t multiplesOf16k);
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CPxAPI void CPxScene_release(CSTRUCT CPxScene*);
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#ifdef __cplusplus
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