public void SetPhysicsMatrix(PhysicsMatrix physicsMatrix)
 {
     f_physicsMatrix = physicsMatrix;
     for (int i = 0; i < m_physicsManagers.Count; ++i)
     {
         m_physicsManagers[i].SetPhysicsMatrix(physicsMatrix);
     }
 }
        public virtual void SetPhysicsMatrix(PhysicsMatrix physicsMatrix)
        {
            f_physicsMatrix = physicsMatrix;

            //TODO ugly

            PrintData = new Dictionary <string, object>();
        }
Beispiel #3
0
        public override void SetPhysicsMatrix(PhysicsMatrix physicsMatrix)
        {
            base.SetPhysicsMatrix(physicsMatrix);

            int layers = physicsMatrix.Size;

            if (f_rigidbodies.Count > layers)
            {
                // Don't ask me what then happens to the rbs in there
                f_rigidbodies.RemoveRange(layers, f_rigidbodies.Count - layers);
            }

            while (f_rigidbodies.Count < layers)
            {
                f_rigidbodies.Add(new List <Rigidbody>());
            }
        }