public static void Dump() { CollisionPairManager pMan = CollisionPairManager.PrivGetInstance(); Debug.Assert(pMan != null); pMan.BaseDump(); }
public static void Print() { CollisionPairManager pInstance = CollisionPairManager.PrivGetInstance(); Debug.Assert(pInstance != null); pInstance.PrintNodes(); }
public static void Remove(CollisionPair pNode) { CollisionPairManager pInstance = CollisionPairManager.PrivGetInstance(); Debug.Assert(pInstance != null); Debug.Assert(pNode != null); pInstance.BaseRemove(pNode); }
public static CollisionPair GetCurrentCollisionPair() { CollisionPairManager pMan = CollisionPairManager.PrivGetInstance(); Debug.Assert(pMan != null); Debug.Assert(pMan.pCurrentCollisionPair != null); return(pMan.pCurrentCollisionPair); }
public static CollisionPair Add(CollisionPair.Name colPairName, GameObject treeA, GameObject treeB) { CollisionPairManager pMan = CollisionPairManager.PrivGetInstance(); Debug.Assert(pMan != null); CollisionPair pPair = (CollisionPair)pMan.BaseAdd(); Debug.Assert(pPair != null); pPair.SetCollisionPair(colPairName, treeA, treeB); return(pPair); }
public static CollisionPair Find(CollisionPair.Name name) { CollisionPairManager pInstance = CollisionPairManager.PrivGetInstance(); Debug.Assert(pInstance != null); // Compare functions only compares two Nodes // So: Use the Compare Node - as a reference // use in the Compare() function pInstance.poNodeCompare.SetName(name); CollisionPair pData = (CollisionPair)pInstance.BaseFind(pInstance.poNodeCompare); return(pData); }
public static CollisionPair Add(CollisionPair.Name colpairName, GameObject treeRootA, GameObject treeRootB) { // Get the instance CollisionPairManager pInstance = CollisionPairManager.PrivGetInstance(); Debug.Assert(pInstance != null); // Go to Man, get a node from reserve, add to active, return it CollisionPair pColPair = (CollisionPair)pInstance.BaseAdd(); Debug.Assert(pColPair != null); // Initialize Image pColPair.Set(colpairName, treeRootA, treeRootB); return(pColPair); }
public static void Process() { CollisionPairManager pMan = CollisionPairManager.PrivGetInstance(); Debug.Assert(pMan != null); CollisionPair pPair = (CollisionPair)pMan.BaseGetActive(); Debug.Assert(pPair != null); while (pPair != null) { pMan.pCurrentCollisionPair = pPair; pPair.Process(); pPair = (CollisionPair)pPair.pNext; } }
public static void Process() { // get the singleton CollisionPairManager pInstance = CollisionPairManager.PrivGetInstance(); CollisionPair pColPair = (CollisionPair)pInstance.BaseGetActive(); while (pColPair != null) { // set the current active pInstance.pActiveColPair = pColPair; // do the check for a single pair pColPair.Process(); // advance to next pColPair = (CollisionPair)pColPair.GetNext(); } }
public static CollisionPair GetActiveColPair() { CollisionPairManager pInstance = CollisionPairManager.PrivGetInstance(); return(pInstance.pActiveColPair); }