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PhysicsResources.cs
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using BEPUphysics.BroadPhaseEntries;
using BEPUphysics.BroadPhaseEntries.MobileCollidables;
using BEPUphysics.CollisionTests.Manifolds;
using BEPUphysics.Entities;
using BEPUphysics.CollisionShapes.ConvexShapes;
using BEPUphysics.DeactivationManagement;
using BEPUutilities.DataStructures;
using BEPUutilities;
using BEPUutilities.ResourceManagement;
namespace BEPUphysics
{
/// <summary>
/// Handles allocation and management of commonly used resources.
/// </summary>
public static class PhysicsResources
{
static PhysicsResources()
{
ResetPools();
}
public static void ResetPools()
{
SubPoolRayCastResultList = new LockingResourcePool<RawList<RayCastResult>>();
SubPoolBroadPhaseEntryList = new LockingResourcePool<RawList<BroadPhaseEntry>>();
SubPoolCollidableList = new LockingResourcePool<RawList<Collidable>>();
SubPoolCompoundChildList = new LockingResourcePool<RawList<CompoundChild>>();
SubPoolEntityRawList = new LockingResourcePool<RawList<Entity>>(16);
SubPoolTriangleShape = new LockingResourcePool<TriangleShape>();
SubPoolTriangleCollidables = new LockingResourcePool<TriangleCollidable>();
SimulationIslandConnections = new LockingResourcePool<SimulationIslandConnection>();
}
static LockingResourcePool<RawList<RayCastResult>> SubPoolRayCastResultList;
static LockingResourcePool<RawList<BroadPhaseEntry>> SubPoolBroadPhaseEntryList;
static LockingResourcePool<RawList<Collidable>> SubPoolCollidableList;
static LockingResourcePool<RawList<Entity>> SubPoolEntityRawList;
static LockingResourcePool<TriangleShape> SubPoolTriangleShape;
static LockingResourcePool<RawList<CompoundChild>> SubPoolCompoundChildList;
static LockingResourcePool<TriangleCollidable> SubPoolTriangleCollidables;
static LockingResourcePool<SimulationIslandConnection> SimulationIslandConnections;
//#endif
/// <summary>
/// Retrieves a ray cast result list from the resource pool.
/// </summary>
/// <returns>Empty ray cast result list.</returns>
public static RawList<RayCastResult> GetRayCastResultList()
{
return SubPoolRayCastResultList.Take();
}
/// <summary>
/// Returns a resource to the pool.
/// </summary>
/// <param name="list">List to return.</param>
public static void GiveBack(RawList<RayCastResult> list)
{
list.Clear();
SubPoolRayCastResultList.GiveBack(list);
}
/// <summary>
/// Retrieves an BroadPhaseEntry list from the resource pool.
/// </summary>
/// <returns>Empty BroadPhaseEntry list.</returns>
public static RawList<BroadPhaseEntry> GetBroadPhaseEntryList()
{
return SubPoolBroadPhaseEntryList.Take();
}
/// <summary>
/// Returns a resource to the pool.
/// </summary>
/// <param name="list">List to return.</param>
public static void GiveBack(RawList<BroadPhaseEntry> list)
{
list.Clear();
SubPoolBroadPhaseEntryList.GiveBack(list);
}
/// <summary>
/// Retrieves a Collidable list from the resource pool.
/// </summary>
/// <returns>Empty Collidable list.</returns>
public static RawList<Collidable> GetCollidableList()
{
return SubPoolCollidableList.Take();
}
/// <summary>
/// Returns a resource to the pool.
/// </summary>
/// <param name="list">List to return.</param>
public static void GiveBack(RawList<Collidable> list)
{
list.Clear();
SubPoolCollidableList.GiveBack(list);
}
/// <summary>
/// Retrieves an CompoundChild list from the resource pool.
/// </summary>
/// <returns>Empty information list.</returns>
public static RawList<CompoundChild> GetCompoundChildList()
{
return SubPoolCompoundChildList.Take();
}
/// <summary>
/// Returns a resource to the pool.
/// </summary>
/// <param name="list">List to return.</param>
public static void GiveBack(RawList<CompoundChild> list)
{
list.Clear();
SubPoolCompoundChildList.GiveBack(list);
}
/// <summary>
/// Retrieves an Entity RawList from the resource pool.
/// </summary>
/// <returns>Empty Entity raw list.</returns>
public static RawList<Entity> GetEntityRawList()
{
return SubPoolEntityRawList.Take();
}
/// <summary>
/// Returns a resource to the pool.
/// </summary>
/// <param name="list">List to return.</param>
public static void GiveBack(RawList<Entity> list)
{
list.Clear();
SubPoolEntityRawList.GiveBack(list);
}
/// <summary>
/// Retrieves a TriangleCollidable from the resource pool.
/// </summary>
/// <returns>Initialized TriangleCollidable.</returns>
public static TriangleCollidable GetTriangleCollidable()
{
return SubPoolTriangleCollidables.Take();
}
/// <summary>
/// Returns a resource to the pool.
/// </summary>
/// <param name="triangle">Triangle collidable to return.</param>
public static void GiveBack(TriangleCollidable triangle)
{
triangle.CleanUp();
SubPoolTriangleCollidables.GiveBack(triangle);
}
/// <summary>
/// Retrieves a simulation island connection from the resource pool.
/// </summary>
/// <returns>Uninitialized simulation island connection.</returns>
public static SimulationIslandConnection GetSimulationIslandConnection()
{
return SimulationIslandConnections.Take();
}
/// <summary>
/// Returns a resource to the pool.
/// </summary>
/// <param name="connection">Connection to return.</param>
public static void GiveBack(SimulationIslandConnection connection)
{
connection.CleanUp();
SimulationIslandConnections.GiveBack(connection);
}
}
}