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C# IDispatcher.GetInternalManifoldPointer方法代码示例

本文整理汇总了C#中IDispatcher.GetInternalManifoldPointer方法的典型用法代码示例。如果您正苦于以下问题:C# IDispatcher.GetInternalManifoldPointer方法的具体用法?C# IDispatcher.GetInternalManifoldPointer怎么用?C# IDispatcher.GetInternalManifoldPointer使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IDispatcher的用法示例。


在下文中一共展示了IDispatcher.GetInternalManifoldPointer方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: BuildAndProcessIslands

        public void BuildAndProcessIslands(IDispatcher dispatcher, CollisionWorld collisionWorld, IIslandCallback callback)
        {
	        ObjectArray<CollisionObject> collisionObjects = collisionWorld.GetCollisionObjectArray();

	        BuildIslands(dispatcher,collisionWorld);

	        int endIslandIndex=1;
	        int startIslandIndex;
	        int numElem = GetUnionFind().GetNumElements();

            //BT_PROFILE("processIslands");

	        if(!m_splitIslands)
	        {
		        ObjectArray<PersistentManifold> manifolds = dispatcher.GetInternalManifoldPointer();
		        int maxNumManifolds = dispatcher.GetNumManifolds();
		        callback.ProcessIsland(collisionObjects,collisionObjects.Count,manifolds,maxNumManifolds, -1);
	        }
	        else
	        {
		        // Sort manifolds, based on islands
		        // Sort the vector using predicate and std::sort
		        //std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate);

		        int numManifolds = m_islandmanifold.Count;
                if (numManifolds != 0 && m_islandmanifold[0].GetNumContacts() > 0)
                {
                    int ibreak = 0;
                }


		        //we should do radix sort, it it much faster (O(n) instead of O (n log2(n))
                //m_islandmanifold.quickSort(btPersistentManifoldSortPredicate());
                //((ObjectArray<PersistentManifold>)m_islandmanifold).Sort();
                m_islandmanifold.Sort(new Comparison<PersistentManifold>(PersistentManifoldSortPredicate));

		        //now process all active islands (sets of manifolds for now)

		        int startManifoldIndex = 0;
		        int endManifoldIndex = 1;

		        //int islandId;

	            //	printf("Start Islands\n");

		        //traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
		        for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
		        {
                    int islandId = GetUnionFind().GetElement(startIslandIndex).m_id;

                    if (BulletGlobals.g_streamWriter != null && debugIslands)
                    {
                        BulletGlobals.g_streamWriter.WriteLine(String.Format("buildAndProcessIslands start[{0}] end[{1}] id[{2}]", startIslandIndex, endIslandIndex, islandId));
                    }


                    bool islandSleeping = false;
        	                
			        for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (GetUnionFind().GetElement(endIslandIndex).m_id == islandId);endIslandIndex++)
			        {
			            int i = GetUnionFind().GetElement(endIslandIndex).m_sz;
			            CollisionObject colObj0 = collisionObjects[i];
			            m_islandBodies.Add(colObj0);
			            if (!colObj0.IsActive())
                        {
                            islandSleeping = true;
                            //islandSleeping = false;
                        }
			        }
        	                
			        //find the accompanying contact manifold for this islandId
			        int numIslandManifolds = 0;
			        PersistentManifold startManifold = null;

			        if (startManifoldIndex<numManifolds)
			        {
				        int curIslandId = GetIslandId(m_islandmanifold[startManifoldIndex]);
				        if (curIslandId == islandId)
				        {
					        startManifold = m_islandmanifold[startManifoldIndex];
        				
					        for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == GetIslandId(m_islandmanifold[endManifoldIndex]));endManifoldIndex++)
					        {

					        }
					        /// Process the actual simulation, only if not sleeping/deactivated
					        numIslandManifolds = endManifoldIndex-startManifoldIndex;
				        }

			        }

			        if (!islandSleeping)
			        {
                        // pass shortedned list to callback.
                        ObjectArray<PersistentManifold> subList = new ObjectArray<PersistentManifold>();
                        for(int i=0;i<numIslandManifolds;++i)
                        {
                            subList.Add(m_islandmanifold[startManifoldIndex+i]);
                        }
				        callback.ProcessIsland(m_islandBodies,m_islandBodies.Count,subList,numIslandManifolds, islandId);
//.........这里部分代码省略.........
开发者ID:HaKDMoDz,项目名称:InVision,代码行数:101,代码来源:SimulationIslandManager.cs


注:本文中的IDispatcher.GetInternalManifoldPointer方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。