Beispiel #1
0
        public MataliObject(object container)
            : base(container)
        {
            density                  = 1.0f;
            mass                     = 0;
            compoundShapeType        = CompoundShapeType.ConvexHull;
            extraShapeType           = ExtraShapeType.Undefined;
            maxTrianglesForPartition = 2;

            relativeTransform = Matrix.Identity;

            triangleMeshFriction    = 1.0f;
            triangleMeshRestitution = 0.0f;

            dynamicFriction = 1.0f;
            staticFriction  = 1.0f;
            restitution     = 0.0f;

            maxPreUpdateAngularVelocity  = 1000;
            maxPostUpdateAngularVelocity = 1000;

            minResponseAngularVelocity = 0;
            minResponseLinearVelocity  = 0;

            shapeOriginalMatrix    = Matrix.Identity;
            shapeOriginalMatrixSet = false;
            shapeCollisionMargin   = 0.0f;

            isDynamic         = false;
            flipTriangleOrder = false;
        }
Beispiel #2
0
        public ExtraShape(Vector2 pos, float showPeriod, float lagPeriod)
        {
            this.timer    = new Timer(showPeriod);
            this.lagTimer = new Timer(lagPeriod);
            this.growDir  = new Vector2();

            this.isOut         = true;
            this.count         = 0;
            this.active        = true;
            this.pos           = pos;
            this.tryingToBegin = false;

            this.type = ExtraShapeType.EXTRA_SHAPE_WINDMILL;
        }
Beispiel #3
0
        public MataliObject(object container)
            : base(container)
        {
            density = 1.0f;
            mass = 0;
            compoundShapeType = CompoundShapeType.ConvexHull;
            extraShapeType = ExtraShapeType.Undefined;
            maxTrianglesForPartition = 2;

            relativeTransform = Matrix.Identity;

            triangleMeshFriction = 1.0f;
            triangleMeshRestitution = 0.0f;

            dynamicFriction = 1.0f;
            staticFriction = 1.0f;
            restitution = 0.0f;

            maxPreUpdateAngularVelocity = 1000;
            maxPostUpdateAngularVelocity = 1000;

            minResponseAngularVelocity = 0;
            minResponseLinearVelocity = 0;

            shapeOriginalMatrix = Matrix.Identity;
            shapeOriginalMatrixSet = false;
            shapeCollisionMargin = 0.0f;

            isDynamic = false;
            flipTriangleOrder = false;
        }