public override void GetPhysicsObjectsInRange(Vector3 position, float distance, CullerConditionAvaliator <IPhysicObject, SceneControl.IObject> CullerAvaliator, List <IPhysicObject> resp)
        {
            SphereGeometry SphereGeometry = new PhysX.SphereGeometry(distance);

            foreach (var item in scene.OverlapMultiple(SphereGeometry, PhysX.Math.Matrix.Translation(position.AsPhysX())))
            {
                if (item.UserData is IPhysicObject)
                {
                    IPhysicObject IPhysicObject = item.UserData as IPhysicObject;
                    if (CullerAvaliator(IPhysicObject, IPhysicObject.ObjectOwner))
                    {
                        resp.Add(IPhysicObject);
                    }
                }
            }
        }
        /// <summary>
        /// Create a simple Sphere object
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="ori"></param>
        /// <returns></returns>
        private IObject SpawnPrimitive(Vector3 pos, Matrix ori)
        {
            ///Load a Model with a custom texture
            SimpleModel sm2 = new SimpleModel(factory, "Model\\ball");
            sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White, false), TextureType.DIFFUSE);
            ForwardXNABasicShader nd = new ForwardXNABasicShader();
            IMaterial m = new ForwardMaterial(nd);

            PhysxPhysicWorld PhysxPhysicWorld = _mundo.PhysicWorld as PhysxPhysicWorld;

            SphereGeometry SphereGeometry = new PhysX.SphereGeometry(1);
            PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics3x.PhysxPhysicObject(PhysxPhysicWorld.Scene, SphereGeometry,
                10, Matrix.Identity, Matrix.CreateTranslation(pos), Vector3.One, PloobsEngine.Physics.MaterialDescription.DefaultPhysxMaterial());

            IObject o = new IObject(m, sm2, PhysxPhysicObject);
            return o;
        }
        /// <summary>
        /// Create a simple Sphere object
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="ori"></param>
        /// <returns></returns>
        private IObject SpawnPrimitive(Vector3 pos, Matrix ori)
        {
            ///Load a Model with a custom texture
            SimpleModel sm2 = new SimpleModel(factory, "Model\\ball");

            sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White, false), TextureType.DIFFUSE);
            ForwardXNABasicShader nd = new ForwardXNABasicShader();
            IMaterial             m  = new ForwardMaterial(nd);

            PhysxPhysicWorld PhysxPhysicWorld = _mundo.PhysicWorld as PhysxPhysicWorld;

            SphereGeometry    SphereGeometry    = new PhysX.SphereGeometry(1);
            PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics3x.PhysxPhysicObject(PhysxPhysicWorld.Scene, SphereGeometry,
                                                                                               10, Matrix.Identity, Matrix.CreateTranslation(pos), Vector3.One, PloobsEngine.Physics.MaterialDescription.DefaultPhysxMaterial());

            IObject o = new IObject(m, sm2, PhysxPhysicObject);

            return(o);
        }
 public override void GetPhysicsObjectsInRange(Vector3 position, float distance, CullerConditionAvaliator<IPhysicObject, SceneControl.IObject> CullerAvaliator, List<IPhysicObject> resp)
 {
     SphereGeometry SphereGeometry = new PhysX.SphereGeometry(distance);
     foreach (var item in scene.OverlapMultiple(SphereGeometry, PhysX.Math.Matrix.Translation(position.AsPhysX())))
     {
         if (item.UserData is IPhysicObject)
         {
             IPhysicObject IPhysicObject = item.UserData as IPhysicObject;
             if (CullerAvaliator(IPhysicObject, IPhysicObject.ObjectOwner))
             {
                 resp.Add(IPhysicObject);
             }
         }
     }
 }