public Scene()
 {
     _collisionSystem = new CollisionSystemBrute();
     _collisionSystem.CollisionDetected += OnCollisionDetected;
     _collisionSystem.Detect(true);
     _world = new World(_collisionSystem);
 }
Example #2
0
        void CreateWorld()
        {
            CollisionSystem collision = null;

            switch (settings.CollisionSystem.CollisionSystem)
            {
            case JSettings.CollisionSystemEnum.SAP: collision = new CollisionSystemSAP(); break;

            case JSettings.CollisionSystemEnum.PersistentSAP: collision = new CollisionSystemPersistentSAP(); break;

            case JSettings.CollisionSystemEnum.Brute: collision = new CollisionSystemBrute(); break;
            }
            collision.EnableSpeculativeContacts = settings.CollisionSystem.EnableSpeculativeContacts;
            World = new World(collision);
            World.SetInactivityThreshold(settings.InactivityThreshold.MinAngularVelocity,
                                         settings.InactivityThreshold.MinLinearVelocity,
                                         settings.InactivityThreshold.MinSleepingTime);
            World.AllowDeactivation           = settings.World.AllowDeactivation;
            Multithread                       = settings.Multithread.Mode;
            ThreadManager.ThreadsPerProcessor = settings.Multithread.ThreadsPerProcessor;
            timestep = settings.World.Timestep;
            JRigidbody.LerpFactor = settings.Rigidbody.LerpFactor;
        }
Example #3
0
 void CreateWorld()
 {
     CollisionSystem collision = null;
     switch (settings.CollisionSystem.CollisionSystem)
     {
         case JSettings.CollisionSystemEnum.SAP: collision = new CollisionSystemSAP(); break;
         case JSettings.CollisionSystemEnum.PersistentSAP: collision = new CollisionSystemPersistentSAP(); break;
         case JSettings.CollisionSystemEnum.Brute: collision = new CollisionSystemBrute(); break;
     }
     collision.EnableSpeculativeContacts = settings.CollisionSystem.EnableSpeculativeContacts;
     World = new World(collision);
     World.SetInactivityThreshold(settings.InactivityThreshold.MinAngularVelocity,
                                     settings.InactivityThreshold.MinLinearVelocity,
                                             settings.InactivityThreshold.MinSleepingTime);
     World.AllowDeactivation = settings.World.AllowDeactivation;
     Multithread = settings.Multithread.Mode;
     ThreadManager.ThreadsPerProcessor = settings.Multithread.ThreadsPerProcessor;
     timestep = settings.World.Timestep;
     JRigidbody.LerpFactor = settings.Rigidbody.LerpFactor;
 }