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C# IDispatcher.GetManifoldByIndex方法代码示例

本文整理汇总了C#中IDispatcher.GetManifoldByIndex方法的典型用法代码示例。如果您正苦于以下问题:C# IDispatcher.GetManifoldByIndex方法的具体用法?C# IDispatcher.GetManifoldByIndex怎么用?C# IDispatcher.GetManifoldByIndex使用的例子?那么恭喜您, 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.GetManifoldByIndex方法的2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: FindUnions

		public void FindUnions(IDispatcher dispatcher)
		{
			for (int i = 0; i < dispatcher.ManifoldCount; i++)
			{
				PersistentManifold manifold = dispatcher.GetManifoldByIndex(i);
				//static objects (invmass 0.f) don't merge !

				CollisionObject colObjA = manifold.BodyA as CollisionObject;
				CollisionObject colObjB = manifold.BodyB as CollisionObject;

				if (((colObjA != null) && (colObjA.MergesSimulationIslands)) &&
					((colObjB != null) && (colObjB.MergesSimulationIslands)))
				{
					_unionFind.Unite(colObjA.IslandTag, colObjB.IslandTag);
				}
			}
		}
开发者ID:Belxjander,项目名称:Asuna,代码行数:17,代码来源:SimulationIslandManager.cs

示例2: BuildAndProcessIslands

		public void BuildAndProcessIslands(IDispatcher dispatcher, List<CollisionObject> collisionObjects, IIslandCallback callback)
		{
			//we are going to sort the unionfind array, and store the element id in the size
			//afterwards, we clean unionfind, to make sure no-one uses it anymore
			UnionFind.SortIslands();
			int numElem = UnionFind.ElementCount;

			int endIslandIndex = 1;
			int startIslandIndex;

			//update the sleeping state for bodies, if all are sleeping
			for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
			{
				int islandId = UnionFind[startIslandIndex].ID;
				for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (UnionFind[endIslandIndex].ID == islandId); endIslandIndex++)
				{
				}

				//int numSleeping = 0;

				bool allSleeping = true;

				int idx;
				for (idx = startIslandIndex; idx < endIslandIndex; idx++)
				{
					int i = UnionFind[idx].Size;

					CollisionObject colObjA = collisionObjects[i];
					if ((colObjA.IslandTag != islandId) && (colObjA.IslandTag != -1))
					{
						Console.WriteLine("error in island management");
					}

					BulletDebug.Assert((colObjA.IslandTag == islandId) || (colObjA.IslandTag == -1));
					if (colObjA.IslandTag == islandId)
					{
						if (colObjA.ActivationState == ActivationState.Active)
						{
							allSleeping = false;
						}
						if (colObjA.ActivationState == ActivationState.DisableDeactivation)
						{
							allSleeping = false;
						}
					}
				}


				if (allSleeping)
				{
					for (idx = startIslandIndex; idx < endIslandIndex; idx++)
					{
						int i = UnionFind[idx].Size;
						CollisionObject colObjA = collisionObjects[i];
						if ((colObjA.IslandTag != islandId) && (colObjA.IslandTag != -1))
						{
							Console.WriteLine("error in island management");
						}

						BulletDebug.Assert((colObjA.IslandTag == islandId) || (colObjA.IslandTag == -1));

						if (colObjA.IslandTag == islandId)
						{
							colObjA.ActivationState =ActivationState.IslandSleeping;
						}
					}
				}
				else
				{
					for (idx = startIslandIndex; idx < endIslandIndex; idx++)
					{
						int i = UnionFind[idx].Size;

						CollisionObject colObjA = collisionObjects[i];
						if ((colObjA.IslandTag != islandId) && (colObjA.IslandTag != -1))
						{
							Console.WriteLine("error in island management");
						}

						BulletDebug.Assert((colObjA.IslandTag == islandId) || (colObjA.IslandTag == -1));

						if (colObjA.IslandTag == islandId)
						{
							if (colObjA.ActivationState == ActivationState.IslandSleeping)
							{
								colObjA.ActivationState = ActivationState.WantsDeactivation;
							}
						}
					}
				}
			}

			//int maxNumManifolds = dispatcher.ManifoldCount;
			List<PersistentManifold> islandmanifold = new List<PersistentManifold>(dispatcher.ManifoldCount);

			for (int i = 0; i < dispatcher.ManifoldCount; i++)
			{
				PersistentManifold manifold = dispatcher.GetManifoldByIndex(i);

				CollisionObject colObjA = manifold.BodyA as CollisionObject;
//.........这里部分代码省略.........
开发者ID:Belxjander,项目名称:Asuna,代码行数:101,代码来源:SimulationIslandManager.cs


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