public PhysicalRotationConstraintComponent(
            [FromParent, RequireExisting] IPhysicalComponent physicalComponent)
        {
            _physicalComponent = physicalComponent;
            _lastUpdated = new Dictionary<RigidBody, bool>();

            Enabled = true;
        }
Beispiel #2
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        public PhysicalRotationConstraintComponent(
            [FromParent, RequireExisting] IPhysicalComponent physicalComponent)
        {
            _physicalComponent = physicalComponent;
            _lastUpdated       = new Dictionary <RigidBody, bool>();

            Enabled = true;
        }
        public FirstPersonControllerPhysicsComponent(
            IPhysicsEngine physicsEngine,
            IDebugRenderer debugRenderer,
            [FromParent, RequireExisting] IPhysicalComponent physicalComponent)
        {
            _physicsEngine = physicsEngine;
            _debugRenderer = debugRenderer;
            _physicalComponent = physicalComponent;

            TargetVelocity = Vector3.Zero;
            TryJump = false;
            JumpVelocity = 0.5f;
            Stiffness = 0.02f;

            Enabled = true;
        }
        public FirstPersonControllerPhysicsComponent(
            IPhysicsEngine physicsEngine,
            IDebugRenderer debugRenderer,
            [FromParent, RequireExisting] IPhysicalComponent physicalComponent)
        {
            _physicsEngine     = physicsEngine;
            _debugRenderer     = debugRenderer;
            _physicalComponent = physicalComponent;

            TargetVelocity = Vector3.Zero;
            TryJump        = false;
            JumpVelocity   = 0.5f;
            Stiffness      = 0.02f;

            Enabled = true;
        }