Ejemplo n.º 1
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 public object Clone()
 {
     var clone = new Broadphase
     {
         m_StaticTree = (Tree)m_StaticTree.Clone(),
         m_DynamicTree = (Tree)m_DynamicTree.Clone(),
         m_BodyFilters = new NativeArray<CollisionFilter>(m_BodyFilters.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory)
     };
     clone.m_BodyFilters.CopyFrom(m_BodyFilters);
     return clone;
 }
Ejemplo n.º 2
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        public float                              CollisionTolerance => 0.1f; // todo - make this configurable?

        // Construct a collision world with the given number of uninitialized rigid bodies
        public CollisionWorld(int numStaticBodies, int numDynamicBodies)
        {
            m_Bodies   = new NativeArray <RigidBody>(numStaticBodies + numDynamicBodies, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            Broadphase = new Broadphase(numStaticBodies, numDynamicBodies);
        }
Ejemplo n.º 3
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 internal CollisionWorld(NativeArray <RigidBody> bodies, Broadphase broadphase)
 {
     m_Bodies           = bodies;
     Broadphase         = broadphase;
     EntityBodyIndexMap = new NativeHashMap <Entity, int>(m_Bodies.Length, Allocator.Persistent);
 }
Ejemplo n.º 4
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        public float                                   CollisionTolerance => 0.1f; // todo - make this configurable?

        // Construct a collision world with the given number of uninitialized rigid bodies
        public CollisionWorld(int numStaticBodies, int numDynamicBodies)
        {
            m_Bodies           = new NativeArray <RigidBody>(numStaticBodies + numDynamicBodies, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            Broadphase         = new Broadphase(numStaticBodies, numDynamicBodies);
            EntityBodyIndexMap = new NativeHashMap <Entity, int>(m_Bodies.Length, Allocator.Persistent);
        }
Ejemplo n.º 5
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 internal CollisionWorld(NativeArray <RigidBody> bodies, Broadphase broadphase)
 {
     m_Bodies   = bodies;
     Broadphase = broadphase;
 }