public static void Initialize() { blueprintsCollection = new Array[7] { Blueprints.SimpleX1.blueprint, Blueprints.SimpleX2.blueprint, Blueprints.SimpleX3.blueprint, Blueprints.Rectangle.blueprint, Blueprints.Building.blueprint, Blueprints.Chair.blueprint, Blueprints.Human.blueprint }; // SimpleX1; SimpleX2; SimpleX3; Rectangle; Human; Building; Chair; // bodiesCollection = new Array[2] { Blueprints.SimpleX1.blueprint, Blueprints.SimpleX2.blueprint }; //currentBlueprints = new Array[5] { Blueprints.SimpleX2.blueprint, Blueprints.SimpleX1.blueprint, Blueprints.Rectangle.blueprint, Blueprints.Rectangle.blueprint, Blueprints.Rectangle.blueprint }; GenerateBodies(bodiesCollection); wallForce = new WallForce(9999, 9999); gravityForce = new GravityForce(); dragParticle = new DragParticle(); lockParticle = new LockParticle(); pushParticle = new PushParticleGroup(); panAndZoom = new PanAndZoom(); // automatic grouping of service elements IList <Object> groupElems = new List <Object>(); groupElems.Add(wallForce); groupElems.Add(gravityForce); groupElems.Add(dragParticle); groupElems.Add(lockParticle); groupElems.Add(pushParticle); groupElems.Add(panAndZoom); foreach (Object elem in groupElems) { if (elem is IEnvironmentForce) { world.environmentForces.Add(elem as IEnvironmentForce); } if (elem is IService) { interactionServices.Add(elem as IService); } if (elem is MouseService) { mouseServices.Add(elem as MouseService); } } }
public static void Initialize() { blueprintsCollection = new Array[7] { Blueprints.SimpleX1.blueprint, Blueprints.SimpleX2.blueprint, Blueprints.SimpleX3.blueprint, Blueprints.Rectangle.blueprint, Blueprints.Building.blueprint, Blueprints.Chair.blueprint, Blueprints.Human.blueprint }; // SimpleX1; SimpleX2; SimpleX3; Rectangle; Human; Building; Chair; // bodiesCollection = new Array[2] { Blueprints.SimpleX1.blueprint, Blueprints.SimpleX2.blueprint }; //currentBlueprints = new Array[5] { Blueprints.SimpleX2.blueprint, Blueprints.SimpleX1.blueprint, Blueprints.Rectangle.blueprint, Blueprints.Rectangle.blueprint, Blueprints.Rectangle.blueprint }; GenerateBodies(bodiesCollection); wallForce = new WallForce(9999, 9999); gravityForce = new GravityForce(); dragParticle = new DragParticle(); lockParticle = new LockParticle(); pushParticle = new PushParticleGroup(); panAndZoom = new PanAndZoom(); // automatic grouping of service elements IList<Object> groupElems = new List<Object>(); groupElems.Add(wallForce); groupElems.Add(gravityForce); groupElems.Add(dragParticle); groupElems.Add(lockParticle); groupElems.Add(pushParticle); groupElems.Add(panAndZoom); foreach (Object elem in groupElems) { if (elem is IEnvironmentForce) world.environmentForces.Add(elem as IEnvironmentForce); if (elem is IService) interactionServices.Add(elem as IService); if (elem is MouseService) mouseServices.Add(elem as MouseService); } }