Example #1
0
        ShapeData CreateShape(CollisionShape shape)
        {
            ShapeData shapeData = new ShapeData();
            uint[] indices;
            Vector3[] vertices = CreateShape(shape, out indices);
            shapeData.SetVertexNormalBuffer(device, vertices);

            if (indices != null)
            {
                shapeData.IndexCount = indices.Length;
                ushort[] indices_s = CompactIndexBuffer(indices);
                if (indices_s != null)
                {
                    shapeData.SetIndexBuffer(device, indices_s);
                }
                else
                {
                    shapeData.SetIndexBuffer(device, indices);
                }
            }

            return shapeData;
        }
Example #2
0
        ShapeData InitShapeData(CollisionShape shape)
        {
            ShapeData shapeData;

            if (shapes.TryGetValue(shape, out shapeData) == false)
            {
                if (shape.ShapeType == BroadphaseNativeType.SoftBodyShape)
                {
                    shapeData = new ShapeData();
                }
                else
                {
                    shapeData = CreateShape(shape);
                }

                // Create an initial instance data buffer for a single instance
                //instanceDataDesc.SizeInBytes = InstanceData.SizeInBytes;
                //shapeData.InstanceDataBuffer = new Buffer(device, instanceDataDesc);
                //shapeData.BufferBindings[1] = new VertexBufferBinding(shapeData.InstanceDataBuffer, instanceDataDesc.SizeInBytes, 0);

                shapes.Add(shape, shapeData);
            }

            return shapeData;
        }
Example #3
0
        public void UpdateSoftBody(SoftBody softBody, ShapeData shapeData)
        {
            // Could just allocate a Vector3 array here at each frame, but reusing shapeData.SoftBodyData is faster.
            // Probably uses more memory though.
            shapeData.VertexCount = softBody.GetVertexNormalData(out shapeData.SoftBodyData);
            shapeData.SetDynamicVertexBuffer(device, shapeData.SoftBodyData);

            if (softBody.Faces.Count == 0 && softBody.Tetras.Count == 0)
            {
                shapeData.PrimitiveType = PrimitiveType.LineList;
            }
        }
Example #4
0
        public void InitInstancedRender(AlignedCollisionObjectArray objects)
        {
            // Clear instance data
            foreach (ShapeData s in shapes.Values)
            {
                s.Instances.Clear();
            }

            // Gather instance data
            int i = objects.Count - 1;

            for (; i >= 0; i--)
            {
                var colObj = objects[i];
                var shape  = colObj.CollisionShape;

                if (shape.ShapeType == BroadphaseNativeType.SoftBodyShape)
                {
                    if (demo.IsDebugDrawEnabled)
                    {
                        continue;
                    }
                    InitSoftBodyInstance(colObj as SoftBody, shape);
                }
                else
                {
                    Matrix transform;
                    colObj.GetWorldTransform(out transform);
                    InitRigidBodyInstance(colObj, shape, ref transform);
                }
            }

            foreach (KeyValuePair <CollisionShape, ShapeData> sh in shapes)
            {
                ShapeData s             = sh.Value;
                int       instanceCount = s.Instances.Count;

                if (s.Instances.Count == 0)
                {
                    removeList.Add(sh.Key);
                }

                /*
                 * // Is the instance buffer the right size?
                 * if (s.InstanceDataBuffer.Description.SizeInBytes != instanceCount * InstanceData.SizeInBytes)
                 * {
                 *  // No, recreate it
                 *  s.InstanceDataBuffer.Dispose();
                 *
                 *  // Remember shapes that have no instances,
                 *  // shape is removed after iteration over shapes
                 *  if (instanceCount == 0)
                 *  {
                 *      if (s.IndexBuffer != null)
                 *          s.IndexBuffer.Dispose();
                 *      s.VertexBuffer.Dispose();
                 *      removeList.Add(sh.Key);
                 *      continue;
                 *  }
                 *
                 *  instanceDataDesc.SizeInBytes = instanceCount * InstanceData.SizeInBytes;
                 *  s.InstanceDataBuffer = new Buffer(device, instanceDataDesc);
                 *  s.BufferBindings[1] = new VertexBufferBinding(s.InstanceDataBuffer, InstanceData.SizeInBytes, 0);
                 * }
                 *
                 * // Copy the instance data over to the instance buffer
                 * using (var data = s.InstanceDataBuffer.Map(MapMode.WriteDiscard))
                 * {
                 *  data.WriteRange(s.Instances.ToArray());
                 *  s.InstanceDataBuffer.Unmap();
                 * }
                 */
            }

            // Remove shapes that had no instances
            if (removeList.Count != 0)
            {
                foreach (var shape in removeList)
                {
                    shapes.Remove(shape);
                }
                removeList.Clear();
            }
        }