public CollisionWorld(INarrowphase narrowphase, IBroadphase broadphase) { _colliders = new List <CollisionBody>(200); _broadphase = broadphase; _narrowphase = narrowphase; _forceUpdateAABBs = true; }
public CollisionWorld(INarrowphase narrowphase, IBroadphase broadphase) { _colliders = new List<CollisionBody>(200); _broadphase = broadphase; _narrowphase = narrowphase; _forceUpdateAABBs = true; }
public World(BeatEmUpGame game, IBroadphase bp, INarrowphase np) { this.game = game; if (bp == null) { throw new ArgumentException("broadphase can not be null!", "bp"); } if (np == null) { throw new ArgumentException("narrowphase can not be null!", "np"); } Broadphase = bp; Narrowphase = np; colliders = new List <Body>(128); }
public override void UpdateAabbs() { for (int i = 0; i < CollisionObjects.Count; i++) { CollisionObject colObj = CollisionObjects[i]; RigidBody body = RigidBody.Upcast(colObj); if (body != null) { if (body.IsActive && (!body.IsStaticObject)) { Vector3 minAabb, maxAabb; colObj.CollisionShape.GetAabb(colObj.WorldTransform, out minAabb, out maxAabb); IBroadphase bp = Broadphase; bp.SetAabb(body.Broadphase, minAabb, maxAabb); } } } }
public void DefineWorld(int width, int height, int size) { _broadphase = new UniformGridBroadphase(width, height, size); }
public PhysicsWorld() { // Switch the collision system here: //broadphase = new CollisionSystemSap(); broadphase = new DynamicBoundsTree(); }