public object Clone() { var clone = new Broadphase { m_StaticTree = (Tree)m_StaticTree.Clone(), m_DynamicTree = (Tree)m_DynamicTree.Clone(), m_BodyFilters = new NativeArray<CollisionFilter>(m_BodyFilters.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory) }; clone.m_BodyFilters.CopyFrom(m_BodyFilters); return clone; }
public float CollisionTolerance => 0.1f; // 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); }
internal CollisionWorld(NativeArray <RigidBody> bodies, Broadphase broadphase) { m_Bodies = bodies; Broadphase = broadphase; EntityBodyIndexMap = new NativeHashMap <Entity, int>(m_Bodies.Length, Allocator.Persistent); }
public float CollisionTolerance => 0.1f; // 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); }
internal CollisionWorld(NativeArray <RigidBody> bodies, Broadphase broadphase) { m_Bodies = bodies; Broadphase = broadphase; }