static void test_func_return() { test_name("function return"); int memoryLeakTest = 0; PHSceneDesc descScene = new PHSceneDesc(); PHSolidDesc descSolid = new PHSolidDesc(); if (memoryLeakTest == 1) { return; } PHSdkIf phSdk = PHSdkIf.CreateSdk(); // ここでメモリリークする if (memoryLeakTest == 2) { return; } PHSceneIf phScene = phSdk.CreateScene(descScene); descSolid.mass = 2.0; descSolid.inertia = new Matrix3d(2.0, 0.0, 0.0, 0.0, 2.0, 0.0, 0.0, 0.0, 2.0); PHSolidIf phSolid = phScene.CreateSolid(descSolid); descSolid.mass = 1e20f; descSolid.inertia = new Matrix3d(1e20f, 0.0, 0.0, 0.0, 1e20f, 0.0, 0.0, 0.0, 1e20f); PHSolidIf solid1 = phScene.CreateSolid(descSolid); PHHapticPointerDesc descHaptic = new PHHapticPointerDesc(); PHHapticPointerIf phHaptic = phScene.CreateHapticPointer(); //HISdkDesc descHi = new HISdkDesc(); //HISdkIf hiSdk = HISdkIf.CreateSdk(); put("ret int ", "3 ", phScene.NSolids()); for (int i = 0; i < 20; i++) { phScene.Step(); } put("ret Uint ", "20 ", phScene.GetCount()); phHaptic.SetLocalRange(2.345f); put("ret float ", "2.345", phHaptic.GetLocalRange()); put("ret double", "0.005", phScene.GetTimeStep()); phScene.SetMaxVelocity(1.23); put("ret double", "0.123", phScene.GetMaxVelocity()); phScene.EnableContactDetection(false); put("ret bool ", "False", phScene.IsContactDetectionEnabled()); phScene.EnableContactDetection(true); put("ret bool ", "True ", phScene.IsContactDetectionEnabled()); put("ret size_t", "152? ", phScene.GetDescSize()); put("ret Vec3d ", "(0.0, -9.8, 0.0)", phScene.GetGravity()); phScene.SetGravity(new Vec3d(0.1, -9.9, 0.2)); put("ret Vec3d ", "(0.1, -9.9, 0.2)", phScene.GetGravity()); // function returns array by using pointer CDConvexMeshDesc descMesh = new CDConvexMeshDesc(); for (int x = 0; x < 10; x++) { for (int y = 0; y < 10; y++) { for (int z = 0; z < 10; z++) { Vec3f v3f = new Vec3f(x, y, z); descMesh.vertices.push_back(new Vec3f(x, y, z)); } } } //PHSdkIf phSdk = PHSdkIf.CreateSdk(); CDConvexMeshIf mesh = phSdk.CreateShape(CDConvexMeshIf.GetIfInfoStatic(), descMesh) as CDConvexMeshIf; mesh.GetVertices(); arraywrapper_Vec3f vertices = mesh.GetVertices(); Vec3f[] v3fr = new Vec3f[8]; v3fr[0] = new Vec3f(0, 0, 0); v3fr[1] = new Vec3f(0, 0, 9); v3fr[2] = new Vec3f(0, 9, 0); v3fr[3] = new Vec3f(0, 9, 9); v3fr[4] = new Vec3f(9, 0, 0); v3fr[5] = new Vec3f(9, 0, 9); v3fr[6] = new Vec3f(9, 9, 0); v3fr[7] = new Vec3f(9, 9, 9); for (int i = 0; i < 8; i++) { put("ret_array", edit_vector(v3fr[i]), vertices[i]); } }
static void test_array() { test_name("array"); PHOpObjDesc descOpObj = new PHOpObjDesc(); GRMeshFace meshFace = new GRMeshFace(); for (int i = 0; i < 4; i++) { meshFace.indices[i] = 100 + i; } for (int i = 0; i < 4; i++) { System.Console.WriteLine("array<int>: expected: " + (100 + i) + " result: " + meshFace.indices[i]); } arraywrapper_int iarray = new arraywrapper_int(4); for (int i = 0; i < 4; i++) { meshFace.indices[i] = 200 + i; } string[] strsrc = { "abc", "def", "gh", "jklm" }; arraywrapper_char_p icharp = new arraywrapper_char_p(4); for (int i = 0; i < 4; i++) { icharp[i] = strsrc[i]; } for (int i = 0; i < 4; i++) { put("array<char*>", strsrc[i], icharp[i]); } meshFace.indices = iarray; for (int i = 0; i < 4; i++) { System.Console.WriteLine("array<int>: expected: " + (200 + i) + " result: " + meshFace.indices[i]); } //Vec3i v3i = new Vec3i(1, 2, 3); //System.Console.WriteLine("array<int> alloc(3): result: " + v3i); //v3i.alloc(2); //for (int i = 0; i < 2; i++) { // v3i[i].x = 10 * (i + 1); // v3i[i].y = 10 * (i + 1); // v3i[i].z = 10 * (i + 1); //} //System.Console.WriteLine(" expected: " + "((10, 10, 10), (20, 20, 20))"); //System.Console.WriteLine(" result: " + v3i); CDConvexMeshDesc descMesh = new CDConvexMeshDesc(); for (int x = 0; x < 10; x++) { for (int y = 0; y < 10; y++) { for (int z = 0; z < 10; z++) { descMesh.vertices.push_back(new Vec3f(x, y, z)); } } } PHSdkIf phSdk = PHSdkIf.CreateSdk(); CDConvexMeshIf mesh = phSdk.CreateShape(CDConvexMeshIf.GetIfInfoStatic(), (CDConvexMeshDesc)descMesh) as CDConvexMeshIf; var vertices = mesh.GetVertices(); for (int i = 0; i < mesh.NVertex(); i++) { put_indent(2, vertices[i]); } }