// Initialization and simulation
 public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
                                             int maxCollisions, ref CollisionDesc[] collisionArray,
                                             int maxUpdates, ref EntityProperties[] updateArray
                                             );
Exemplo n.º 2
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        // 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 (MainConsole.Instance.IsDebugEnabled)
            {
                MainConsole.Instance.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));
        }