public Producer(IMessageProducer nmsProducer, SimulationParams simulationParams, Topic topic) { _nmsProducer = nmsProducer; _simulationParams = simulationParams; _topic = topic; MinSendTime = TimeSpan.MaxValue; MaxSendTime = TimeSpan.MinValue; }
public Simulation(SimulationParams simulationParams) { _simulationParams = simulationParams; if(simulationParams.EnableNmsTrace) { Tracer.Trace = new ConsoleTrace(); } }
public static void Initialise(SimulationParams simulationParams) { _brokerUri = string.Format("failover:({0}, {1})", simulationParams.Broker1Address, simulationParams.Broker2Address); }
/// <summary> /// ParticleSystem constructor. /// </summary> /// <param name="max_particles">The maximum number of particles for this particle system.</param> public ParticleSystem( int max_particles ) { GL = Director.Instance.GL; m_imm_quads = new ImmediateModeQuads< Vertex >( GL, (uint)max_particles, VertexFormat.Float4, VertexFormat.Float4 ); m_particles = new Particle[ max_particles ]; for ( int i=0; i < m_particles.Length; ++i ) m_particles[i] = new Particle(); m_random = new GameEngine2D.Base.Math.RandGenerator(); Shader = DefaultShader; Emit = new EmitterParams(); Simulation = new SimulationParams(); m_v0.XYUV.Zw = GameEngine2D.Base.Math._00; m_v1.XYUV.Zw = GameEngine2D.Base.Math._10; m_v2.XYUV.Zw = GameEngine2D.Base.Math._01; m_v3.XYUV.Zw = GameEngine2D.Base.Math._11; }