Ejemplo n.º 1
0
        //internal void addSoftBody(SoftBodyDefinition definition, SimObjectBase instance);

        //internal void addSoftBodyProviderDefinition(SoftBodyProviderDefinition definition, SimObjectBase instance, SimSubScene subScene);

        //internal void addSoftBodyAnchorOrJointDefinition(BulletElementDefinition definition, SimObjectBase instance);

        public IEnumerable <SceneBuildStatus> createProducts(SceneBuildOptions options)
        {
            SceneBuildStatus status = new SceneBuildStatus()
            {
                Subsystem = BulletInterface.Instance.Name
            };

            yield return(status);

            foreach (BulletFactoryEntry entry in rigidBodies)
            {
                entry.createProduct(scene);
            }
            //foreach(SoftBodyProviderEntry entry in softBodyProviders)
            //{
            //    entry.createProduct(scene);
            //}
            //foreach(BulletFactoryEntry entry in softBodies)
            //{
            //    entry.createProduct(scene);
            //}
            foreach (BulletFactoryEntry entry in typedConstraints)
            {
                entry.createProduct(scene);
            }
            //foreach(BulletFactoryEntry entry in softBodyAnchors)
            //{
            //    entry.createProduct(scene);
            //}
        }
        public IEnumerable <SceneBuildStatus> createProducts(SceneBuildOptions options)
        {
            SceneBuildStatus status = new SceneBuildStatus()
            {
                Subsystem = "Simulation"
            };

            yield return(status);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Create all products for normal operation currently registered for
        /// construction in this factory.
        /// </summary>
        public IEnumerable <SceneBuildStatus> createProducts(SceneBuildOptions options)
        {
            SceneBuildStatus status = new SceneBuildStatus()
            {
                Subsystem = BehaviorPluginInterface.Instance.Name
            };

            yield return(status);

            bool copyBehavior = (options & SceneBuildOptions.SingleUseDefinitions) == 0;

            foreach (BehaviorFactoryEntry entry in currentBehaviors)
            {
                entry.createProduct(manager, copyBehavior);
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Build all products currently registered.
        /// </summary>
        public IEnumerable <SceneBuildStatus> createProducts(SceneBuildOptions options)
        {
            SceneBuildStatus status = new SceneBuildStatus()
            {
                Subsystem = OgreInterface.Instance.Name,
                NumItems  = sceneNodes.Count
            };

            yield return(status);

            foreach (OgreFactoryEntry entry in sceneNodes)
            {
                entry.createProduct(targetScene);
                status.CurrentItem++;
                yield return(status);
            }
        }
Ejemplo n.º 5
0
        public IEnumerable <SceneBuildStatus> createProducts(SceneBuildOptions options)
        {
            SceneBuildStatus status = new SceneBuildStatus()
            {
                Subsystem = BEPUikInterface.Instance.Name
            };

            yield return(status);

            foreach (var entry in independentPhaseEntries)
            {
                entry.createProduct(scene);
            }

            foreach (var entry in dependentPhaseEntries)
            {
                entry.createProduct(scene);
            }
        }