public void AxisSweepAabbTest()
 {
     var rayFromWorld = new Vector3(-2, 2, 0);
     var rayToWorld = new Vector3(4, 2, 0);
     using (var aabbCallback = new CustomBroadphaseAabbCallback())
     {
         broadphase.AabbTest(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000), aabbCallback);
         Assert.True(aabbCallback.Processed, "Broadphase AABB callback failed");
     }
 }
        public void AxisSweepAabbTest()
        {
            var rayFromWorld = new Vector3(-2, 2, 0);
            var rayToWorld   = new Vector3(4, 2, 0);

            using (var aabbCallback = new CustomBroadphaseAabbCallback())
            {
                broadphase.AabbTest(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000), aabbCallback);
                Assert.True(aabbCallback.Processed, "Broadphase AABB callback failed");
            }
        }
Example #3
0
        void TestAxisSweepOverlapCallback()
        {
            var conf       = new DefaultCollisionConfiguration();
            var dispatcher = new CollisionDispatcher(conf);
            var broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));

            world = new DiscreteDynamicsWorld(dispatcher, broadphase, null, conf);

            broadphase.OverlappingPairUserCallback = new AxisSweepUserCallback();
            AddToDisposeQueue(broadphase.OverlappingPairUserCallback);

            CreateBody(10.0f, new SphereShape(1.0f), new Vector3(2, 2, 0));
            CreateBody(1.0f, new SphereShape(1.0f), new Vector3(0, 2, 0));

            CustomBroadphaseAabbCallback aabbCallback = new CustomBroadphaseAabbCallback();

            broadphase.AabbTest(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000), aabbCallback);
            AddToDisposeQueue(aabbCallback);
            aabbCallback = null;

            var rayFromWorld = new Vector3(-2, 2, 0);
            var rayToWorld   = new Vector3(4, 2, 0);
            CustomBroadphaseRayTestCallback rayCallback = new CustomBroadphaseRayTestCallback(ref rayFromWorld, ref rayToWorld);

            broadphase.RayTest(rayFromWorld, rayToWorld, rayCallback, Vector3.Zero, Vector3.Zero);
            if (!rayCallback.HasHit)
            {
                Console.WriteLine("Broadphase ray test FAILED!");
            }
            AddToDisposeQueue(rayCallback);
            rayCallback = null;

            broadphase = null;

            world.StepSimulation(1.0f / 60.0f);

            world.Dispose();
            world = null;

            ForceGC();
            TestWeakRefs();
            ClearRefs();
        }
Example #4
0
        static void TestAxisSweepOverlapCallback()
        {
            var conf       = new DefaultCollisionConfiguration();
            var dispatcher = new CollisionDispatcher(conf);
            var broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));

            world = new DiscreteDynamicsWorld(dispatcher, broadphase, null, conf);

            //broadphase.OverlappingPairUserCallback = new AxisSweepUserCallback();
            //AddToDisposeQueue(broadphase.OverlappingPairUserCallback);

            CreateBody(10.0f, new SphereShape(1.0f), new Vector3(2, 2, 0));
            CreateBody(1.0f, new SphereShape(1.0f), new Vector3(0, 2, 0));

            CustomBroadphaseAabbCallback aabbCallback = new CustomBroadphaseAabbCallback();

            broadphase.AabbTest(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000), aabbCallback);
            AddToDisposeQueue(aabbCallback);
            aabbCallback = null;

            // FIXME: RayTest crashes for DbvtBroadphase
            CustomBroadphaseRayTestCallback rayCallback = new CustomBroadphaseRayTestCallback();

            //broadphase.RayTest(new Vector3(0, 2, 0), new Vector3(2, 2, 0), rayCallback);
            AddToDisposeQueue(rayCallback);
            rayCallback = null;

            broadphase = null;

            world.StepSimulation(1.0f / 60.0f);

            world.Dispose();
            world = null;

            GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
            GC.WaitForPendingFinalizers();

            TestWeakRefs();
            disposeQueue.Clear();
        }
        static void TestAxisSweepOverlapCallback()
        {
            var conf = new DefaultCollisionConfiguration();
            var dispatcher = new CollisionDispatcher(conf);
            var broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));
            world = new DiscreteDynamicsWorld(dispatcher, broadphase, null, conf);

            //broadphase.OverlappingPairUserCallback = new AxisSweepUserCallback();
            //AddToDisposeQueue(broadphase.OverlappingPairUserCallback);

            CreateBody(10.0f, new SphereShape(1.0f), new Vector3(2, 2, 0));
            CreateBody(1.0f, new SphereShape(1.0f), new Vector3(0, 2, 0));

            CustomBroadphaseAabbCallback aabbCallback = new CustomBroadphaseAabbCallback();
            broadphase.AabbTest(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000), aabbCallback);
            AddToDisposeQueue(aabbCallback);
            aabbCallback = null;

            // FIXME: RayTest crashes for DbvtBroadphase
            CustomBroadphaseRayTestCallback rayCallback = new CustomBroadphaseRayTestCallback();
            //broadphase.RayTest(new Vector3(0, 2, 0), new Vector3(2, 2, 0), rayCallback);
            AddToDisposeQueue(rayCallback);
            rayCallback = null;

            broadphase = null;

            world.StepSimulation(1.0f / 60.0f);

            world.Dispose();
            world = null;

            GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
            GC.WaitForPendingFinalizers();

            TestWeakRefs();
            disposeQueue.Clear();
        }
Example #6
0
        void TestAxisSweepOverlapCallback()
        {
            var conf = new DefaultCollisionConfiguration();
            var dispatcher = new CollisionDispatcher(conf);
            var broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));
            world = new DiscreteDynamicsWorld(dispatcher, broadphase, null, conf);

            broadphase.OverlappingPairUserCallback = new AxisSweepUserCallback();
            AddToDisposeQueue(broadphase.OverlappingPairUserCallback);

            CreateBody(10.0f, new SphereShape(1.0f), new Vector3(2, 2, 0));
            CreateBody(1.0f, new SphereShape(1.0f), new Vector3(0, 2, 0));

            CustomBroadphaseAabbCallback aabbCallback = new CustomBroadphaseAabbCallback();
            broadphase.AabbTest(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000), aabbCallback);
            AddToDisposeQueue(aabbCallback);
            aabbCallback = null;

            var rayFromWorld = new Vector3(-2, 2, 0);
            var rayToWorld = new Vector3(4, 2, 0);
            CustomBroadphaseRayTestCallback rayCallback = new CustomBroadphaseRayTestCallback(ref rayFromWorld, ref rayToWorld);
            broadphase.RayTest(rayFromWorld, rayToWorld, rayCallback, Vector3.Zero, Vector3.Zero);
            if (!rayCallback.HasHit)
            {
                Console.WriteLine("Broadphase ray test FAILED!");
            }
            AddToDisposeQueue(rayCallback);
            rayCallback = null;

            broadphase = null;

            world.StepSimulation(1.0f / 60.0f);

            world.Dispose();
            world = null;

            ForceGC();
            TestWeakRefs();
            ClearRefs();
        }