public PhysicsShadowWorld( IEventEngine <IPhysicsEventContext> physicsEventEngine, IHierarchy hierarchy, IDebugRenderer debugRenderer, IConsoleHandle consoleHandle) { _physicsEventEngine = physicsEventEngine; _hierarchy = hierarchy; _debugRenderer = debugRenderer; _consoleHandle = consoleHandle; var collisionSystem = new CollisionSystemPersistentSAP { EnableSpeculativeContacts = true }; _physicsWorld = new JitterWorld(collisionSystem); _physicsWorld.ContactSettings.MaterialCoefficientMixing = ContactSettings.MaterialCoefficientMixingType.TakeMinimum; _physicsWorld.Gravity = new JVector(0, -10f, 0); _rigidBodyMappings = new List <RigidBodyMapping>(); _lastFramePosition = new Dictionary <int, Vector3>(); _lastFrameRotation = new Dictionary <int, Quaternion>(); _transformCache = new Dictionary <int, WeakReference <IHasTransform> >(); _physicsWorld.Events.BodiesBeginCollide += EventsOnBodiesBeginCollide; _physicsWorld.Events.BodiesEndCollide += EventsOnBodiesEndCollide; }
public RenderingSystemIntegrationTestsSut(IAssetStore assetStore, IDebugRenderer debugRenderer, IRenderingBackend renderingBackend, IRenderingSystem renderingSystem) { AssetStore = assetStore; DebugRenderer = debugRenderer; RenderingBackend = renderingBackend; RenderingSystem = renderingSystem; }
public InspectorGameHostExtension( [Optional] IPhysicsEngine physicsEngine, IDebugRenderer debugRenderer, InspectorRenderPass inspectorRenderPass, IConsoleHandle consoleHandle) { _physicsEngine = physicsEngine; _debugRenderer = debugRenderer; _inspectorRenderPass = inspectorRenderPass; _consoleHandle = consoleHandle; _rigidBodyRef = new WeakReference <RigidBody>(null); }
public PerPixelCollisionShadowWorld( IHierarchy hierarchy, IEventEngine <IPerPixelCollisionEventContext> perPixelCollisionEventEngine, IDebugRenderer debugRenderer) { _hierarchy = hierarchy; _perPixelCollisionEventEngine = perPixelCollisionEventEngine; _debugRenderer = debugRenderer; _components = new HashSet <WeakReference <IPerPixelCollisionComponent> >(); _waitForChanges = false; _pendingChanges = new List <Action>(); }
public FirstPersonCameraComponent( INode node, IDebugRenderer debugRenderer, IFirstPersonCamera firstPersonCamera) { _node = node; _debugRenderer = debugRenderer; _firstPersonCamera = firstPersonCamera; HeadOffset = new Vector3(0, 0, 0); Enabled = true; DebugEnabled = false; FieldOfView = (MathHelper.PiOver2 / 90) * 75; Enabled = true; }
public FirstPersonCameraComponent( INode node, IDebugRenderer debugRenderer, IFirstPersonCamera firstPersonCamera) { _node = node; _debugRenderer = debugRenderer; _firstPersonCamera = firstPersonCamera; HeadOffset = new Vector3(0, 0, 0); Enabled = true; DebugEnabled = false; FieldOfView = (MathHelper.PiOver2/90)*75; Enabled = true; }
public FirstPersonControllerPhysicsComponent( IPhysicsEngine physicsEngine, IDebugRenderer debugRenderer, [FromParent, RequireExisting] IPhysicalComponent physicalComponent) { _physicsEngine = physicsEngine; _debugRenderer = debugRenderer; _physicalComponent = physicalComponent; TargetVelocity = Vector3.Zero; TryJump = false; JumpVelocity = 0.5f; Stiffness = 0.02f; Enabled = true; }
public NetworkSynchronisationComponent( IConsoleHandle consoleHandle, INetworkEngine networkEngine, IUniqueIdentifierAllocator uniqueIdentifierAllocator, INetworkMessageSerialization networkMessageSerialization, IDebugRenderer debugRenderer) { _consoleHandle = consoleHandle; _networkEngine = networkEngine; _uniqueIdentifierAllocator = uniqueIdentifierAllocator; _networkMessageSerialization = networkMessageSerialization; _debugRenderer = debugRenderer; _clientsEntityIsKnownOn = new HashSet <MxClientGroup>(); _synchronisedData = new Dictionary <string, SynchronisedData>(); _synchronisedDataToTransmit = new List <SynchronisedData>(); _enabled = true; }
public void EnableWireframes(IDebugRenderer renderer) { wrap = new DebugDrawWrapper(renderer); btWorld.DebugDrawer = wrap; }
public PhysicsDebugDraw(IRenderContext renderContext, IDebugRenderer debugRenderer, bool isRigidBodyActive) { _renderContext = renderContext; _debugRenderer = debugRenderer; _isRigidBodyActive = isRigidBodyActive; }
public DebugDrawWrapper(IDebugRenderer ren) { this.ren = ren; }
public InspectorDebugDraw(IRenderContext renderContext, IDebugRenderer debugRenderer) { _renderContext = renderContext; _debugRenderer = debugRenderer; }
public void SetUp() { _debugRenderer = Substitute.For <IDebugRenderer>(); }
public PhysicsSystem(PhysicsConfiguration physicsConfiguration, IDebugRenderer debugRenderer) { _physicsConfiguration = physicsConfiguration; _debugRenderer = debugRenderer; }