Example #1
0
        public static void LateUpdate()
        {
#if _USE_BEPU_PHYSICS
            for (byte worldId = 0; worldId < sInstance.Length; ++worldId)
            {
                World world = sInstance[worldId];

                world.space.Update();


                for (int i = 0, c = world.mGameObjects.Count; i < c; ++i)
                {
                    NetGameObject go = world.mGameObjects[i];
                    if (!go.DoesWantToDie())
                    {
                        go.LateUpdate();
                    }
                }
            }
#elif _USE_BULLET_SHARP
            for (byte worldId = 0; worldId < sInstance.Length; ++worldId)
            {
                World world = sInstance[worldId];

                world.world.StepSimulation(Timing.sInstance.GetDeltaTime());

                //BulletSharp.Math.Matrix trans;
                //world.floor.GetWorldTransform(out trans);
                //LogHelper.LogInfo($"floor {trans.ToString()}, {world.floor.CollisionShape}");


                for (int i = 0, c = world.mGameObjects.Count; i < c; ++i)
                {
                    NetGameObject go = world.mGameObjects[i];
                    if (!go.DoesWantToDie())
                    {
                        go.LateUpdate();
                    }
                }
            }
#elif _USE_BEPU_PHYSICS_V2
            for (byte worldId = 0; worldId < sInstance.Length; ++worldId)
            {
                World world = sInstance[worldId];

                world.Simulation.Timestep(Timing.sInstance.GetDeltaTime());

                for (int i = 0, c = world.mGameObjects.Count; i < c; ++i)
                {
                    NetGameObject go = world.mGameObjects[i];
                    if (!go.DoesWantToDie())
                    {
                        go.LateUpdate();
                    }
                }
            }
#endif
        }
Example #2
0
        public static void LateUpdate()
        {
#if _USE_BEPU_PHYSICS
            for (byte worldId = 0; worldId < sInstance.Length; ++worldId)
            {
                World world = sInstance[worldId];

                world.space.Update();


                for (int i = 0, c = world.mGameObjects.Count; i < c; ++i)
                {
                    NetGameObject go = world.mGameObjects[i];
                    if (!go.DoesWantToDie())
                    {
                        go.LateUpdate();
                    }
                }
            }
#endif
        }