/// <summary> /// Creates a cylinder shape in the world /// </summary> /// <param name="cylinderDescription"></param> /// <param name="colliderDescription"> </param> /// <returns></returns> public IWorldObject CreateWorldObject(CylinderDescription cylinderDescription, ColliderDescription colliderDescription) { lock (this) { var rigidBody = new RuneRigidbody(new RuneCapsuleShape(cylinderDescription.Radius, cylinderDescription.Length)) { Pose = new Pose(cylinderDescription.Position.ToRuneVector(), cylinderDescription.Rotation.ToRuneQuaternion()), Scale = cylinderDescription.Scale.ToRuneVector(), }; UpdateRigidbodyCollisionSettings(rigidBody, ref colliderDescription); this.simulation.RigidBodies.Add(rigidBody); return(rigidBody); } }
/// <summary> /// Creates a cylinder shape in the world /// </summary> /// <param name="cylinderDescription"></param> /// <param name="colliderDescription"> </param> /// <returns></returns> public IWorldObject CreateWorldObject(CylinderDescription cylinderDescription, ColliderDescription colliderDescription) { return(null); }