Exemplo n.º 1
0
        public virtual PersistentManifold GetNewManifold(CollisionObject b0, CollisionObject b1)
        {
            gNumManifold++;

            CollisionObject body0 = b0;
            CollisionObject body1 = b1;

            //optional relative contact breaking threshold, turned on by default (use setDispatcherFlags to switch off feature for improved performance)

            float contactBreakingThreshold = ((m_dispatcherFlags & DispatcherFlags.CD_USE_RELATIVE_CONTACT_BREAKING_THRESHOLD) > 0) ?
                                             Math.Min(body0.GetCollisionShape().GetContactBreakingThreshold(BulletGlobals.gContactBreakingThreshold), body1.GetCollisionShape().GetContactBreakingThreshold(BulletGlobals.gContactBreakingThreshold))
                : BulletGlobals.gContactBreakingThreshold;

            float contactProcessingThreshold = Math.Min(body0.GetContactProcessingThreshold(), body1.GetContactProcessingThreshold());

            // nothing in our pool so create a new one and return it.
            // need a way to flush the pool ideally
            PersistentManifold manifold = BulletGlobals.PersistentManifoldPool.Get();

            manifold.Initialise(body0, body1, 0, contactBreakingThreshold, contactProcessingThreshold);

            manifold.m_index1a = m_manifoldsPtr.Count;


            m_manifoldsPtr.Add(manifold);
#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDispatcher)
            {
                BulletGlobals.g_streamWriter.WriteLine("GetNewManifold[{0}][{1}]", manifold.m_index1a, m_manifoldsPtr.Count);
            }
#endif

            return(manifold);
        }