public IWorld(IPhysicWorld PhysicWorld, ICuller Culler, IParticleManager particleManager = null) #endif { if (PhysicWorld == null) { ActiveLogger.LogMessage("Physic World cannot be null", LogLevel.FatalError); Debug.Assert(PhysicWorld != null); throw new Exception("Physic World cannot be null"); } if (Culler == null) { ActiveLogger.LogMessage("Culler cannot be null", LogLevel.FatalError); Debug.Assert(Culler != null); throw new Exception("Culler cannot be null"); } this.particleManager = particleManager; this.PhysicWorld = PhysicWorld; this.CameraManager = new CameraManager(); Dummies = new List <IDummy>(); Lights = new List <ILight>(); Objects = new List <IObject>(); Triggers = new List <ITrigger>(); SoundEmiters3D = new List <ISoundEmitter3D>(); this.Culler = Culler; this.culler.world = this; CleanUpObjectsOnDispose = true; #if WINDOWS this.multThreading = multiThread; #endif }
public IWorld(IPhysicWorld PhysicWorld, ICuller Culler, IParticleManager particleManager = null) #endif { if (PhysicWorld == null) { ActiveLogger.LogMessage("Physic World cannot be null", LogLevel.FatalError); Debug.Assert(PhysicWorld != null); throw new Exception("Physic World cannot be null"); } if (Culler == null) { ActiveLogger.LogMessage("Culler cannot be null", LogLevel.FatalError); Debug.Assert(Culler != null); throw new Exception("Culler cannot be null"); } this.particleManager = particleManager; this.PhysicWorld = PhysicWorld; this.CameraManager = new CameraManager(); Dummies = new List<IDummy>(); Lights = new List<ILight>(); Objects = new List<IObject>(); Triggers = new List<ITrigger>(); SoundEmiters3D = new List<ISoundEmitter3D>(); this.Culler = Culler; this.culler.world = this; CleanUpObjectsOnDispose = true; #if WINDOWS this.multThreading = multiThread; #endif }
public NetworkServerWorld(IPhysicWorld PhysicWorld) #endif { if (PhysicWorld == null) { ActiveLogger.LogMessage("Physic World cannot be null", LogLevel.FatalError); Debug.Assert(PhysicWorld != null); throw new Exception("Physic World cannot be null"); } this.particleManager = particleManager; this.PhysicWorld = PhysicWorld; this.CameraManager = new CameraManager(); Dummies = new List <IDummy>(); Lights = new List <ILight>(); Objects = new List <IObject>(); Triggers = new List <ITrigger>(); SoundEmiters3D = new List <ISoundEmitter3D>(); #if WINDOWS this.multThreading = multiThread; #endif }
/// <summary> /// Initializes a new instance of the <see cref="IWorld"/> class. /// </summary> /// <param name="PhysicWorld">The physic world.</param> /// <param name="Culler">The culler.</param> /// <param name="particleManager">The particle manager.</param> /// <param name="multiThread">if set to <c>true</c> [mult thread].</param> public IWorld(IPhysicWorld PhysicWorld, ICuller Culler, IParticleManager particleManager = null, bool multiThread = false)
/// <summary> /// Initializes a new instance of the <see cref="IWorld"/> class. /// </summary> /// <param name="PhysicWorld">The physic world.</param> /// <param name="Culler">The culler.</param> /// <param name="particleManager">The particle manager.</param> /// <param name="multiThread">if set to <c>true</c> [mult thread].</param> public IWorld(IPhysicWorld PhysicWorld, ICuller Culler, IParticleManager particleManager = null,bool multiThread = false)
/// <summary> /// Initializes a new instance of the <see cref="IWorld"/> class. /// </summary> /// <param name="PhysicWorld">The physic world.</param> /// <param name="multiThread">if set to <c>true</c> [mult thread].</param> public NetworkServerWorld(IPhysicWorld PhysicWorld, bool multiThread = false)