* Tweak the BulletSimN API a bit.

user_profiles
teravus 2013-01-20 08:06:15 -05:00
parent 10de5d8169
commit 82b954b212
2 changed files with 18 additions and 17 deletions

View File

@ -106,11 +106,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// Pinned memory used to pass step information between managed and unmanaged
internal int m_maxCollisionsPerFrame;
private List<BulletXNA.CollisionDesc> m_collisionArray;
private BulletXNA.CollisionDesc[] m_collisionArray;
//private GCHandle m_collisionArrayPinnedHandle;
internal int m_maxUpdatesPerFrame;
private List<BulletXNA.EntityProperties> m_updateArray;
private BulletXNA.EntityProperties[] m_updateArray;
//private GCHandle m_updateArrayPinnedHandle;
@ -201,9 +201,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
GetInitialParameterValues(config);
// allocate more pinned memory close to the above in an attempt to get the memory all together
m_collisionArray = new List<BulletXNA.CollisionDesc>();
m_collisionArray = new BulletXNA.CollisionDesc[0];
//m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned);
m_updateArray = new List<BulletXNA.EntityProperties>();
m_updateArray = new BulletXNA.EntityProperties[0];
//m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
// Enable very detailed logging.

View File

@ -894,7 +894,7 @@ static class BulletSimAPI {
return capsuleShapeZ;
}
public static object Initialize2(Vector3 worldExtent, ConfigurationParameters[] o, int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray, int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, object mDebugLogCallbackHandle)
public static object Initialize2(Vector3 worldExtent, ConfigurationParameters[] o, int mMaxCollisionsPerFrame, ref BulletXNA.CollisionDesc[] collisionArray, int mMaxUpdatesPerFrame, ref BulletXNA.EntityProperties[] updateArray, object mDebugLogCallbackHandle)
{
CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
@ -1436,14 +1436,14 @@ static class BulletSimAPI {
}
internal static int PhysicsStep2(object pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc>colliders)
internal static int PhysicsStep2(object pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out BulletXNA.EntityProperties[] updatedEntities, out int collidersCount, out BulletXNA.CollisionDesc[] colliders)
{
int epic = PhysicsStepint2(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities,
out collidersCount, out colliders);
return epic;
}
private static int PhysicsStepint2(object pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc> colliders)
private static int PhysicsStepint2(object pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out BulletXNA.EntityProperties[] updatedEntities, out int collidersCount, out BulletXNA.CollisionDesc[] colliders)
{
int numSimSteps = 0;
@ -1462,16 +1462,16 @@ static class BulletSimAPI {
numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep);
int updates = 0;
updatedEntityCount = world.UpdatedObjects.Count;
updatedEntities = new List<BulletXNA.EntityProperties>(world.UpdatedObjects);
updatedEntityCount = updatedEntities.Count;
world.UpdatedObjects.Clear();
updatedEntityCount = world.UpdatedObjects.Length;
updatedEntities = (world.UpdatedObjects);
updatedEntityCount = updatedEntities.Length;
//world.UpdatedObjects = ;
collidersCount = world.UpdatedCollisions.Count;
colliders = new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions);
collidersCount = world.UpdatedCollisions.Length;
colliders = (world.UpdatedCollisions);
world.UpdatedCollisions.Clear();
world.UpdatedCollisions = new BulletXNA.CollisionDesc[0];
m_collisionsThisFrame = 0;
int numManifolds = world.GetDispatcher().GetNumManifolds();
for (int j = 0; j < numManifolds; j++)
@ -1501,10 +1501,10 @@ static class BulletSimAPI {
else
{
//if (updatedEntities is null)
updatedEntities = new List<BulletXNA.EntityProperties>();
updatedEntities = new BulletXNA.EntityProperties[0];
updatedEntityCount = 0;
//if (colliders is null)
colliders = new List<BulletXNA.CollisionDesc>();
colliders = new BulletXNA.CollisionDesc[0];
collidersCount = 0;
}
return numSimSteps;
@ -1538,7 +1538,8 @@ static class BulletSimAPI {
point = contact,
normal = contactNormal
};
world.UpdatedCollisions.Add(cDesc);
if (world.LastCollisionDesc < world.UpdatedCollisions.Length)
world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc);
m_collisionsThisFrame++;