public MeshStaticPhysicsElement CreateStaticElement(IMesh mesh, Matrix world) { if (mesh == null) { throw new ArgumentNullException("mesh"); } var el = new MeshStaticPhysicsElement(mesh, world, actorBuilder); /*if (game == null) * { * unitializedElementsStatic.Add(el); * } * else * {*/ initStaticMesh(el); //} return(el); }
public void DeleteStaticElement(MeshStaticPhysicsElement el) { unitializedElementsStatic.Remove(el); el.disposeInternal(); }
private void initStaticMesh(MeshStaticPhysicsElement el) { el.LoadInClientPhysics(Engine.Scene, Root); }