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new Thread(() => { | |
using(CollisionConfiguration collisionConf = new DefaultCollisionConfiguration()) | |
using(Dispatcher dispatcher = new CollisionDispatcher(collisionConf)) | |
using(BroadphaseInterface broadphase = new DbvtBroadphase()) | |
using(DynamicsWorld physicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, null, collisionConf)) { | |
physicsWorld.Gravity = new Vector3(0, -1, 0); | |
for (int i = 0; i < _renderableBodies.Length; i++) { | |
var renderableBody = _renderableBodies[i]; | |
const float mass = 1.0f; | |
//Add a single cube | |
var shape = new BoxShape(1f, 1f, 1f); | |
Vector3 localInertia = Vector3.Zero; | |
shape.CalculateLocalInertia(mass, out localInertia); | |
var rbInfo = new RigidBodyConstructionInfo(mass, renderableBody.MotionState, shape, localInertia); | |
var body = new RigidBody(rbInfo); | |
rbInfo.Dispose(); | |
var position = renderableBody.InitialPosition.ToBullet(); | |
var rotation = renderableBody.InitialRotation.ToBullet(); | |
Matrix st = Matrix.Translation(position); | |
st = Matrix.Add(st, Matrix.RotationQuaternion(rotation)); | |
body.WorldTransform = st; | |
physicsWorld.AddRigidBody(body); | |
} | |
isPhysicsEngineStarted.Set(); | |
float fixedTimePassed = 0; | |
var physicsCancelledToken = _cancelPhysicsToken.Token; | |
while (!physicsCancelledToken.IsCancellationRequested) { | |
float currentTime = _stopwatch.ElapsedMilliseconds / 1000f; | |
float fixedDeltaTime = currentTime - fixedTimePassed; | |
int totalStepsPerformed = physicsWorld.StepSimulation(fixedDeltaTime, 5, _physicsTimeStep); | |
fixedTimePassed += _physicsTimeStep * totalStepsPerformed; | |
if (totalStepsPerformed > 0) { | |
_motionStateGroup.PrepareRender(); | |
} | |
//Debug.Log("physics tick at " + (deltaTime)); | |
int sleepIntervalInMs = ((int) (_physicsTimeStep * 1000)) / 4; | |
Thread.Sleep(sleepIntervalInMs); | |
} | |
} | |
UnityEngine.Debug.Log("Physics engine destroyed"); | |
}).Start(); |
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