public static void ResetPools()
        {
            SubPoolIntList = new LockingResourcePool<RawList<int>>();
            SubPoolIntSet = new LockingResourcePool<HashSet<int>>();
            SubPoolFloatList = new LockingResourcePool<RawList<float>>();
            SubPoolVectorList = new LockingResourcePool<RawList<Vector3>>();
            SubPoolRayHitList = new LockingResourcePool<RawList<RayHit>>();

        }
示例#2
0
        public static void ResetPools()
        {
            SubPoolRayCastResultList   = new LockingResourcePool <RawList <RayCastResult> >();
            SubPoolBroadPhaseEntryList = new LockingResourcePool <RawList <BroadPhaseEntry> >();
            SubPoolCollidableList      = new LockingResourcePool <RawList <Collidable> >();
            SubPoolCompoundChildList   = new LockingResourcePool <RawList <CompoundChild> >();

            SubPoolEntityRawList        = new LockingResourcePool <RawList <Entity> >(16);
            SubPoolTriangleShape        = new LockingResourcePool <TriangleShape>();
            SubPoolTriangleCollidables  = new LockingResourcePool <TriangleCollidable>();
            SimulationIslandConnections = new LockingResourcePool <SimulationIslandConnection>();
        }
        public static void ResetPools()
        {

            SubPoolRayCastResultList = new LockingResourcePool<RawList<RayCastResult>>();
            SubPoolBroadPhaseEntryList = new LockingResourcePool<RawList<BroadPhaseEntry>>();
            SubPoolCollidableList = new LockingResourcePool<RawList<Collidable>>();
            SubPoolCompoundChildList = new LockingResourcePool<RawList<CompoundChild>>();

            SubPoolEntityRawList = new LockingResourcePool<RawList<Entity>>(16);
            SubPoolTriangleShape = new LockingResourcePool<TriangleShape>();
            SubPoolTriangleCollidables = new LockingResourcePool<TriangleCollidable>();
            SimulationIslandConnections = new LockingResourcePool<SimulationIslandConnection>();
        }
示例#4
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 public static void ResetPools()
 {
     SubPoolRayHitList = new LockingResourcePool<RawList<RayHit>>();
     SubPoolRayCastResultList = new LockingResourcePool<RawList<RayCastResult>>();
     SubPoolCollisionEntryList = new LockingResourcePool<RawList<BroadPhaseEntry>>();
     SubPoolCompoundChildList = new LockingResourcePool<RawList<CompoundChild>>();
     SubPoolIntList = new LockingResourcePool<RawList<int>>();
     SubPoolIntSet = new LockingResourcePool<HashSet<int>>();
     SubPoolFloatList = new LockingResourcePool<RawList<float>>();
     SubPoolVectorList = new LockingResourcePool<RawList<Vector3>>();
     SubPoolEntityRawList = new LockingResourcePool<RawList<Entity>>(16);
     SubPoolTriangleShape = new LockingResourcePool<TriangleShape>();
     SubPoolTriangleCollidables = new LockingResourcePool<TriangleCollidable>();
     SubPoolTriangleIndicesList = new LockingResourcePool<RawList<BEPUphysics.CollisionTests.Manifolds.TriangleMeshConvexContactManifold.TriangleIndices>>();
     SimulationIslandConnections = new LockingResourcePool<SimulationIslandConnection>();
 }