Exemple #1
0
 // Initialization and simulation
 public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
     int maxCollisions,  ref CollisionDesc[] collisionArray,
     int maxUpdates, ref EntityProperties[] updateArray
     );
Exemple #2
0
// Initialization and simulation
public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
											int maxCollisions,  ref CollisionDesc[] collisionArray,
											int maxUpdates, ref EntityProperties[] updateArray
                                            )
{
    // Pin down the memory that will be used to pass object collisions and updates back from unmanaged code
    m_paramsHandle = GCHandle.Alloc(parms, GCHandleType.Pinned);
    m_collisionArrayPinnedHandle = GCHandle.Alloc(collisionArray, GCHandleType.Pinned);
    m_updateArrayPinnedHandle = GCHandle.Alloc(updateArray, GCHandleType.Pinned);

    // If Debug logging level, enable logging from the unmanaged code
    m_DebugLogCallbackHandle = null;
    if (BSScene.m_log.IsDebugEnabled && PhysicsScene.PhysicsLogging.Enabled)
    {
        BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader);
        if (PhysicsScene.PhysicsLogging.Enabled)
            // The handle is saved in a variable to make sure it doesn't get freed after this call
            m_DebugLogCallbackHandle = new BSAPICPP.DebugLogCallback(BulletLoggerPhysLog);
        else
            m_DebugLogCallbackHandle = new BSAPICPP.DebugLogCallback(BulletLogger);
    }

    // Get the version of the DLL
    // TODO: this doesn't work yet. Something wrong with marshaling the returned string.
    // BulletEngineVersion = BulletSimAPI.GetVersion2();
    BulletEngineVersion = "";

    // Call the unmanaged code with the buffers and other information
    return new BulletWorldUnman(0, PhysicsScene, BSAPICPP.Initialize2(maxPosition, m_paramsHandle.AddrOfPinnedObject(),
                                    maxCollisions, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
                                    maxUpdates, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
                                    m_DebugLogCallbackHandle));

}