public PooledType Instantiate() { if (pooledProjectiles.Count == 0) { PooledType pobj = new PooledType(); pobj.CreateObjectPoolEntity(pooledArchType); pobj.OnInstantiate(); return(pobj); } PooledType p = pooledProjectiles.Pop(); p.OnInstantiate(); return(p); }
public void Dispose(PooledType projectile) { projectile.OnDispose(); pooledProjectiles.Push(projectile); }
public static void RayTest(DbvtNode root, ref IndexedVector3 rayFrom, ref IndexedVector3 rayTo, ICollide policy) { PooledType <DbvtStackDataBlock> objPool = BulletGlobals.DbvtStackDataBlockPool; using (DbvtStackDataBlock stackDataBlock = objPool.Get()) { if (root != null) { IndexedVector3 rayDir = (rayTo - rayFrom); rayDir.Normalize(); ///what about division by zero? -. just set rayDirection[i] to INF/BT_LARGE_FLOAT IndexedVector3 rayDirectionInverse = new IndexedVector3( rayDir.X == 0.0f ? MathUtil.BT_LARGE_FLOAT : 1.0f / rayDir.X, rayDir.Y == 0.0f ? MathUtil.BT_LARGE_FLOAT : 1.0f / rayDir.Y, rayDir.Z == 0.0f ? MathUtil.BT_LARGE_FLOAT : 1.0f / rayDir.Z); stackDataBlock.signs[0] = rayDirectionInverse.X < 0.0f; stackDataBlock.signs[1] = rayDirectionInverse.Y < 0.0f; stackDataBlock.signs[2] = rayDirectionInverse.Z < 0.0f; float lambda_max = IndexedVector3.Dot(rayDir, (rayTo - rayFrom)); int depth = 1; int treshold = DOUBLE_STACKSIZE - 2; stackDataBlock.stack.Resize(DOUBLE_STACKSIZE); stackDataBlock.stack[0] = root; do { DbvtNode node = stackDataBlock.stack[--depth]; stackDataBlock.bounds[0] = node.volume.Mins(); stackDataBlock.bounds[1] = node.volume.Maxs(); float tmin = 1.0f, lambda_min = 0.0f; bool result1 = AabbUtil2.RayAabb2(ref rayFrom, ref rayDirectionInverse, stackDataBlock.signs, stackDataBlock.bounds, out tmin, lambda_min, lambda_max); #if COMPARE_BTRAY_AABB2 float param = 1.0f; bool result2 = AabbUtil.RayAabb(ref rayFrom, ref rayTo, node.volume.Mins(), node.volume.Maxs(), param, resultNormal); Debug.Assert(result1 == result2); #endif //TEST_BTRAY_AABB2 if (result1) { if (node.IsInternal()) { if (depth > treshold) { stackDataBlock.stack.Resize(stackDataBlock.stack.Count * 2); treshold = stackDataBlock.stack.Count - 2; } stackDataBlock.stack[depth++] = node._children[0]; stackDataBlock.stack[depth++] = node._children[1]; } else { policy.Process(node); } } } while (depth != 0); } } }