Manages the sleeping states of objects.
Inheritance: MultithreadedProcessingStage
 internal void CleanUp()
 {
     SlatedForRemoval = false;
     entries.Clear();
     Owner = null;
     DeactivationManager = null;
 }
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        ///<summary>
        /// Constructs a new space for things to live in.
        ///</summary>
        ///<param name="parallelLooper">Used by the space to perform multithreaded updates. Pass null if multithreading is not required.</param>
        public Space(IParallelLooper parallelLooper)
        {
            timeStepSettings = new TimeStepSettings();

            this.parallelLooper = parallelLooper;

            SpaceObjectBuffer = new SpaceObjectBuffer(this);
            EntityStateWriteBuffer = new EntityStateWriteBuffer();
            DeactivationManager = new DeactivationManager(TimeStepSettings, ParallelLooper);
            ForceUpdater = new ForceUpdater(TimeStepSettings, ParallelLooper);
            BoundingBoxUpdater = new BoundingBoxUpdater(TimeStepSettings, ParallelLooper);
            BroadPhase = new DynamicHierarchy(ParallelLooper);
            NarrowPhase = new NarrowPhase(TimeStepSettings, BroadPhase.Overlaps, ParallelLooper);
            Solver = new Solver(TimeStepSettings, DeactivationManager, ParallelLooper);
            NarrowPhase.Solver = Solver;
            PositionUpdater = new ContinuousPositionUpdater(TimeStepSettings, ParallelLooper);
            BufferedStates = new BufferedStatesManager(ParallelLooper);
            DeferredEventDispatcher = new DeferredEventDispatcher();

            DuringForcesUpdateables = new DuringForcesUpdateableManager(timeStepSettings, ParallelLooper);
            BeforeNarrowPhaseUpdateables = new BeforeNarrowPhaseUpdateableManager(timeStepSettings, ParallelLooper);
            BeforeSolverUpdateables = new BeforeSolverUpdateableManager(timeStepSettings, ParallelLooper);
            BeforePositionUpdateUpdateables = new BeforePositionUpdateUpdateableManager(timeStepSettings, ParallelLooper);
            EndOfTimeStepUpdateables = new EndOfTimeStepUpdateableManager(timeStepSettings, ParallelLooper);
            EndOfFrameUpdateables = new EndOfFrameUpdateableManager(timeStepSettings, ParallelLooper);
        }
 internal void CleanUp()
 {
     SlatedForRemoval = false;
     members.Clear();
     Owner = null;
     DeactivationManager = null;
 }
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 ///<summary>
 /// Constructs a Solver.
 ///</summary>
 ///<param name="timeStepSettings">Time step settings used by the solver.</param>
 ///<param name="deactivationManager">Deactivation manager used by the solver.</param>
 public Solver(TimeStepSettings timeStepSettings, DeactivationManager deactivationManager)
 {
     TimeStepSettings = timeStepSettings;
     DeactivationManager = deactivationManager;
     multithreadedPrestepDelegate = MultithreadedPrestep;
     multithreadedIterationDelegate = MultithreadedIteration;
     Enabled = true;
 }
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 ///<summary>
 /// Constructs a Solver.
 ///</summary>
 ///<param name="timeStepSettings">Time step settings used by the solver.</param>
 ///<param name="deactivationManager">Deactivation manager used by the solver.</param>
 public Solver(TimeStepSettings timeStepSettings, DeactivationManager deactivationManager)
 {
     TimeStepSettings = timeStepSettings;
     DeactivationManager = deactivationManager;
     multithreadedPrestepDelegate = MultithreadedPrestep;
     multithreadedExclusiveUpdateDelegate = MultithreadedExclusiveUpdate;
     multithreadedIterationDelegate = MultithreadedIteration;
     Enabled = true;
     PermutationMapper = new PermutationMapper();
 }
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 ///<summary>
 /// Constructs a Solver.
 ///</summary>
 ///<param name="timeStepSettings">Time step settings used by the solver.</param>
 ///<param name="deactivationManager">Deactivation manager used by the solver.</param>
 /// <param name="threadManager">Thread manager used by the solver.</param>
 public Solver(TimeStepSettings timeStepSettings, DeactivationManager deactivationManager, IThreadManager threadManager)
     : this(timeStepSettings, deactivationManager)
 {
     ThreadManager = threadManager;
     AllowMultithreading = true;
 }
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        ///<summary>
        /// Constructs a new space for things to live in.
        ///</summary>
        public Space()
        {
            NarrowPhaseHelper.CollisionManagers = NarrowPhaseHelper.CollisionManagers; //Forces the NarrowPhaseHelper to run the static constructor.  Better to do it now instead of mid-simulation.

            timeStepSettings = new TimeStepSettings();

#if !WINDOWS
            threadManager = new SpecializedThreadManager();
#else
            threadManager = new SpecializedThreadManager();
#endif

            SpaceObjectBuffer = new SpaceObjectBuffer(this);
            EntityStateWriteBuffer = new EntityStateWriteBuffer();
            DeactivationManager = new DeactivationManager(TimeStepSettings, ThreadManager);
            ForceUpdater = new ForceUpdater(TimeStepSettings, ThreadManager);
            BoundingBoxUpdater = new BoundingBoxUpdater(TimeStepSettings, ThreadManager);
            BroadPhase = new DynamicHierarchy(ThreadManager);
            NarrowPhase = new NarrowPhase(TimeStepSettings, BroadPhase.Overlaps, ThreadManager);
            Solver = new Solver(TimeStepSettings, DeactivationManager, ThreadManager);
            NarrowPhase.Solver = Solver;
            PositionUpdater = new ContinuousPositionUpdater(TimeStepSettings, ThreadManager);
            BufferedStates = new BufferedStatesManager(ThreadManager);
            DeferredEventDispatcher = new DeferredEventDispatcher();

            DuringForcesUpdateables = new DuringForcesUpdateableManager(timeStepSettings, ThreadManager);
            BeforeNarrowPhaseUpdateables = new BeforeNarrowPhaseUpdateableManager(timeStepSettings, ThreadManager);
            BeforeSolverUpdateables = new BeforeSolverUpdateableManager(timeStepSettings, ThreadManager);
            BeforePositionUpdateUpdateables = new BeforePositionUpdateUpdateableManager(timeStepSettings, ThreadManager);
            EndOfTimeStepUpdateables = new EndOfTimeStepUpdateableManager(timeStepSettings, ThreadManager);
            EndOfFrameUpdateables = new EndOfFrameUpdateableManager(timeStepSettings, ThreadManager);

        }
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 ///<summary>
 /// Constructs a Solver.
 ///</summary>
 ///<param name="timeStepSettings">Time step settings used by the solver.</param>
 ///<param name="deactivationManager">Deactivation manager used by the solver.</param>
 /// <param name="parallelLooper">Parallel loop provider used by the solver.</param>
 public Solver(TimeStepSettings timeStepSettings, DeactivationManager deactivationManager, IParallelLooper parallelLooper)
     : this(timeStepSettings, deactivationManager)
 {
     ParallelLooper = parallelLooper;
     AllowMultithreading = true;
 }