Example #1
0
 public World(AABB worldAABB, Vec2 gravity, bool doSleep)
 {
     this._destructionListener = null;
     this._boundaryListener = null;
     this._contactFilter = WorldCallback.DefaultFilter;
     this._contactListener = null;
     this._debugDraw = null;
     this._bodyList = null;
     this._contactList = null;
     this._jointList = null;
     this._bodyCount = 0;
     this._contactCount = 0;
     this._jointCount = 0;
     this._warmStarting = true;
     this._continuousPhysics = true;
     this._allowSleep = doSleep;
     this._gravity = gravity;
     this._lock = false;
     this._inv_dt0 = 0f;
     this._contactManager = new ContactManager();
     this._contactManager._world = this;
     this._broadPhase = new BroadPhase(worldAABB, this._contactManager);
     BodyDef def = new BodyDef();
     this._groundBody = this.CreateBody(def);
 }
Example #2
0
		/// <summary>
		/// Construct a world object.
		/// </summary>
		/// <param name="worldAABB">A bounding box that completely encompasses all your shapes.</param>
		/// <param name="gravity">The world gravity vector.</param>
		/// <param name="doSleep">Improve performance by not simulating inactive bodies.</param>
		public World(AABB worldAABB, Vec2 gravity, bool doSleep)
		{
			_destructionListener = null;
			_boundaryListener = null;
			_contactFilter = WorldCallback.DefaultFilter;
			_contactListener = null;
			_debugDraw = null;

			_bodyList = null;
			_contactList = null;
			_jointList = null;

			_bodyCount = 0;
			_contactCount = 0;
			_jointCount = 0;

			_warmStarting = true;
			_continuousPhysics = true;

			_allowSleep = doSleep;
			_gravity = gravity;

			_lock = false;

			_inv_dt0 = 0.0f;

			_contactManager = new ContactManager();
			_contactManager._world = this;
			_broadPhase = new BroadPhase(worldAABB, _contactManager);

			BodyDef bd = new BodyDef();
			_groundBody = CreateBody(bd);
		}
Example #3
0
		/// <summary>
		/// Register a broad-phase boundary listener.
		/// </summary>
		/// <param name="listener"></param>
		public void SetBoundaryListener(BoundaryListener listener)
		{
			_boundaryListener = listener;
		}