//user-defined gravity
        public PhysicsManager(Game game, EventDispatcher eventDispatcher, StatusType statusType, Vector3 gravity)
            : base(game, eventDispatcher, statusType)
        {
            this.physicSystem = new PhysicsSystem();

            //add cd/cr system
            this.physicSystem.CollisionSystem = new CollisionSystemSAP();

            //allows us to define the direction and magnitude of gravity - default is (0, -9.8f, 0)
            this.physicSystem.Gravity = gravity;

            //25/11/17 - prevents bug where objects would show correct CDCR response when velocity == Vector3.Zero
            this.physicSystem.EnableFreezing = false;

            this.physicSystem.SolverType = PhysicsSystem.Solver.Normal;
            this.physicSystem.CollisionSystem.UseSweepTests = true;

            //affect accuracy and the overhead == time required
            this.physicSystem.NumCollisionIterations           = 8;  //8
            this.physicSystem.NumContactIterations             = 8;  //8
            this.physicSystem.NumPenetrationRelaxtionTimesteps = 12; //15

            #region SETTING_COLLISION_ACCURACY
            //affect accuracy of the collision detection
            this.physicSystem.AllowedPenetration  = 0.000025f;
            this.physicSystem.CollisionTollerance = 0.00005f;
            #endregion

            this.physCont = new PhysicsController();
            this.physicSystem.AddController(physCont);

            //batch removal - as in ObjectManager
            this.removeList = new List <CollidableObject>();
        }
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        public PhysicsManager(Main game)
            : base(game)
        {
            this.game         = game;
            this.physicSystem = new PhysicsSystem();

            //add cd/cr system
            this.physicSystem.CollisionSystem = new CollisionSystemSAP();
            this.physicSystem.EnableFreezing  = true;
            this.physicSystem.SolverType      = PhysicsSystem.Solver.Normal;
            this.physicSystem.CollisionSystem.UseSweepTests = true;
            //affect accuracy and the overhead == time required
            this.physicSystem.NumCollisionIterations           = 8;  //8
            this.physicSystem.NumContactIterations             = 8;  //8
            this.physicSystem.NumPenetrationRelaxtionTimesteps = 12; //15

            #region SETTING_COLLISION_ACCURACY
            //affect accuracy of the collision detection
            this.physicSystem.AllowedPenetration  = 0.000025f;
            this.physicSystem.CollisionTollerance = 0.00005f;
            #endregion

            this.physCont = new PhysicsController();
            this.physicSystem.AddController(physCont);


            this.physicsDebugDrawer = new PhysicsDebugDrawer(game);
            game.Components.Add(this.physicsDebugDrawer);
        }
        public PhysicsManager(Main game, bool bEnableDebugDrawer)
            : base(game)
        {
            this.game = game;
            this.bEnableDebugDrawer = bEnableDebugDrawer;
            this.physicSystem = new PhysicsSystem();

            //add cd/cr system
            this.physicSystem.CollisionSystem = new CollisionSystemSAP();
            this.physicSystem.EnableFreezing = true;
            this.physicSystem.SolverType = PhysicsSystem.Solver.Normal;
            this.physicSystem.CollisionSystem.UseSweepTests = true;
            //affect accuracy and the overhead == time required
            this.physicSystem.NumCollisionIterations = 8; //8
            this.physicSystem.NumContactIterations = 8; //8
            this.physicSystem.NumPenetrationRelaxtionTimesteps = 12; //15

            #region SETTING_COLLISION_ACCURACY
            //affect accuracy of the collision detection
            this.physicSystem.AllowedPenetration = 0.000025f;
            this.physicSystem.CollisionTollerance = 0.00005f;
            #endregion

            this.physCont = new PhysicsController();
            this.physicSystem.AddController(physCont);

            if (bEnableDebugDrawer)
            {
                this.physicsDebugDrawer = new PhysicsDebugDrawer(game);
                game.Components.Add(this.physicsDebugDrawer);
            }
        }