Esempio n. 1
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 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);
 }
Esempio n. 2
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        public ContactManager()
        {
            _broadPhase      = new BroadPhase();
            _defaultFilter   = new ContactFilter();
            _defaultListener = new ContactListener();

            _contactList     = null;
            _contactCount    = 0;
            _contactFilter   = _defaultFilter;
            _contactListener = _defaultListener;
        }
Esempio n. 3
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        public ContactManager()
        {
            _broadPhase = new BroadPhase();
            _defaultFilter = new ContactFilter();
            _defaultListener = new ContactListener();

            _contactList = null;
            _contactCount = 0;
            _contactFilter = _defaultFilter;
            _contactListener = _defaultListener;
        }
Esempio n. 4
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		/// <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);
		}
Esempio n. 5
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		/// <summary>
		/// Register a contact filter to provide specific control over collision.
		/// Otherwise the default filter is used (b2_defaultFilter).
		/// </summary>
		/// <param name="filter"></param>
		public void SetContactFilter(ContactFilter filter)
		{
			_contactFilter = filter;
		}
Esempio n. 6
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 /// <summary>
 /// Register a contact filter to provide specific control over collision.
 /// Otherwise the default filter is used (b2_defaultFilter).
 /// </summary>
 /// <param name="filter"></param>
 public void SetContactFilter(ContactFilter filter)
 {
     _contactManager._contactFilter = filter;
 }