protected SolverUpdateable() { //Initialize the connection. //It will usually be overridden and end up floating on back to the resource pool. simulationIslandConnection = PhysicsResources.GetSimulationIslandConnection(); simulationIslandConnection.Owner = this; }
/// <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); }
void UpdateConnectedMembers() { //Since we're about to change this updateable's connections, make sure the //simulation islands hear about it. This is NOT thread safe. var deactivationManager = simulationIslandConnection.DeactivationManager; //Orphan the simulation island connection since it's about to get replaced. //There's three possible situations here: //1) We belong to the DeactivationManager. //2) We don't belong to a DeactivationManager and the connection is slated for removal (we were in the deactivation manager before). // This can happen when a solver updateable associated with a pair gets removed and cleaned up. //3) We don't belong to a DeactivationManager and the connection is not slated for removal (we weren't in a deactivation manager before). //In Case #1, all we have to do is orphan the connection and remove it from the manager. This performs any splits necessary. The replacement connection will force any necessary merges. //In Case #2, we were just removed but the connection is still considered to have an owner. //It won't get cleaned up by the removal, and doing it here would be premature: orphan the connection so the next deactivation manager splits flush cleans it up! //In Case #3, we have full control over the simulation island connection because there is no interaction with a deactivation manager. We can just get rid of it directly. simulationIslandConnection.Owner = null; if (deactivationManager != null) { deactivationManager.Remove(simulationIslandConnection); } else if (!simulationIslandConnection.SlatedForRemoval) //If it's already been removed, cleaning it ourselves would prevent proper simulation island splits in the deactivation manager split flush. { PhysicsResources.GiveBack(simulationIslandConnection); //Well, since we're going to orphan the connection, we'll need to take care of its trash. } //The SimulationIslandConnection is immutable. //So create a new one! //Assume we've already dealt with the old connection. simulationIslandConnection = PhysicsResources.GetSimulationIslandConnection(); for (int i = 0; i < involvedEntities.Count; i++) { simulationIslandConnection.Add(involvedEntities.Elements[i].activityInformation); } simulationIslandConnection.Owner = this; //Add the new reference back. if (deactivationManager != null) { deactivationManager.Add(simulationIslandConnection); } }
/// <summary> /// Returns a resource to the pool. /// </summary> /// <param name="connection">Connection to return.</param> public static void GiveBack(SimulationIslandConnection connection) { connection.CleanUp(); SimulationIslandConnections.GiveBack(connection); }