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PhysicsThreadResources.cs
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using System;
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 PhysicsThreadResources
{
[ThreadStatic]
static UnsafeResourcePool<RawList<RayCastResult>> SubPoolRayCastResultList;
[ThreadStatic]
static UnsafeResourcePool<RawList<BroadPhaseEntry>> SubPoolBroadPhaseEntryList;
[ThreadStatic]
static UnsafeResourcePool<RawList<Collidable>> SubPoolCollidableList;
[ThreadStatic]
static UnsafeResourcePool<RawList<Entity>> SubPoolEntityRawList;
[ThreadStatic]
static UnsafeResourcePool<TriangleShape> SubPoolTriangleShape;
[ThreadStatic]
static UnsafeResourcePool<RawList<CompoundChild>> SubPoolCompoundChildList;
[ThreadStatic]
static UnsafeResourcePool<TriangleCollidable> SubPoolTriangleCollidables;
[ThreadStatic]
static UnsafeResourcePool<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()
{
if (SubPoolRayCastResultList == null)
SubPoolRayCastResultList = new UnsafeResourcePool<RawList<RayCastResult>>();
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)
{
if (SubPoolRayCastResultList == null)
SubPoolRayCastResultList = new UnsafeResourcePool<RawList<RayCastResult>>();
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()
{
if (SubPoolBroadPhaseEntryList == null)
SubPoolBroadPhaseEntryList = new UnsafeResourcePool<RawList<BroadPhaseEntry>>();
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)
{
if (SubPoolBroadPhaseEntryList == null)
SubPoolBroadPhaseEntryList = new UnsafeResourcePool<RawList<BroadPhaseEntry>>();
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()
{
if (SubPoolCollidableList == null)
SubPoolCollidableList = new UnsafeResourcePool<RawList<Collidable>>();
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)
{
if (SubPoolCollidableList == null)
SubPoolCollidableList = new UnsafeResourcePool<RawList<Collidable>>();
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()
{
if (SubPoolCompoundChildList == null)
SubPoolCompoundChildList = new UnsafeResourcePool<RawList<CompoundChild>>();
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)
{
if (SubPoolCompoundChildList == null)
SubPoolCompoundChildList = new UnsafeResourcePool<RawList<CompoundChild>>();
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()
{
if (SubPoolEntityRawList == null)
SubPoolEntityRawList = new UnsafeResourcePool<RawList<Entity>>();
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)
{
if (SubPoolEntityRawList == null)
SubPoolEntityRawList = new UnsafeResourcePool<RawList<Entity>>();
list.Clear();
SubPoolEntityRawList.GiveBack(list);
}
/// <summary>
/// Retrieves a Triangle shape from the resource pool.
/// </summary>
/// <returns>Initialized TriangleShape.</returns>
public static TriangleShape GetTriangle()
{
if (SubPoolTriangleShape == null)
SubPoolTriangleShape = new UnsafeResourcePool<TriangleShape>();
return SubPoolTriangleShape.Take();
}
/// <summary>
/// Returns a resource to the pool.
/// </summary>
/// <param name="triangle">Triangle to return.</param>
public static void GiveBack(TriangleShape triangle)
{
if (SubPoolTriangleShape == null)
SubPoolTriangleShape = new UnsafeResourcePool<TriangleShape>();
triangle.collisionMargin = 0;
triangle.sidedness = TriangleSidedness.DoubleSided;
SubPoolTriangleShape.GiveBack(triangle);
}
/// <summary>
/// Retrieves a TriangleCollidable from the resource pool.
/// </summary>
/// <param name="a">First vertex in the triangle.</param>
/// <param name="b">Second vertex in the triangle.</param>
/// <param name="c">Third vertex in the triangle.</param>
/// <returns>Initialized TriangleCollidable.</returns>
public static TriangleCollidable GetTriangleCollidable(ref Vector3 a, ref Vector3 b, ref Vector3 c)
{
if (SubPoolTriangleCollidables == null)
SubPoolTriangleCollidables = new UnsafeResourcePool<TriangleCollidable>();
var tri = SubPoolTriangleCollidables.Take();
var shape = tri.Shape;
shape.vA = a;
shape.vB = b;
shape.vC = c;
var identity = RigidTransform.Identity;
tri.UpdateBoundingBoxForTransform(ref identity);
return tri;
}
/// <summary>
/// Retrieves a TriangleCollidable from the resource pool.
/// </summary>
/// <returns>Initialized TriangleCollidable.</returns>
public static TriangleCollidable GetTriangleCollidable()
{
if (SubPoolTriangleCollidables == null)
SubPoolTriangleCollidables = new UnsafeResourcePool<TriangleCollidable>();
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)
{
if (SubPoolTriangleCollidables == null)
SubPoolTriangleCollidables = new UnsafeResourcePool<TriangleCollidable>();
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()
{
if (SimulationIslandConnections == null)
SimulationIslandConnections = new UnsafeResourcePool<SimulationIslandConnection>();
return SimulationIslandConnections.Take();
}
/// <summary>
/// Returns a resource to the pool.
/// </summary>
/// <param name="connection">Connection to return.</param>
public static void GiveBack(SimulationIslandConnection connection)
{
if (SimulationIslandConnections == null)
SimulationIslandConnections = new UnsafeResourcePool<SimulationIslandConnection>();
connection.CleanUp();
SimulationIslandConnections.GiveBack(connection);
}
}
}