internal CollisionWorld(NativeArray <RigidBody> bodies, Broadphase broadphase) { m_Bodies = bodies; Broadphase = broadphase; EntityBodyIndexMap = new NativeHashMap <Entity, int>(m_Bodies.Length, Allocator.Persistent); }
public sfloat CollisionTolerance => sfloat.FromRaw(0x3a83126f); // todo - make this configurable? // Construct a collision world with the given number of uninitialized rigid bodies public CollisionWorld(int numStaticBodies, int numDynamicBodies) { m_Bodies = new NativeArray <RigidBody>(numStaticBodies + numDynamicBodies, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); Broadphase = new Broadphase(numStaticBodies, numDynamicBodies); EntityBodyIndexMap = new NativeHashMap <Entity, int>(m_Bodies.Length, Allocator.Persistent); }