/// <summary> /// Returns a pair to the factory for re-use. /// </summary> /// <param name="pair">Pair to return.</param> public abstract void GiveBack(NarrowPhasePair pair);
void RemoveFriction(EntityCollidable sender, BroadPhaseEntry other, NarrowPhasePair pair) { var collidablePair = pair as CollidablePairHandler; if (collidablePair != null) { //The default values for InteractionProperties is all zeroes- zero friction, zero bounciness. //That's exactly how we want the character to behave when hitting objects. collidablePair.UpdateMaterialProperties(new InteractionProperties()); } }
internal EventStoragePairUpdated(BroadPhaseEntry other, NarrowPhasePair pair) { this.other = other; this.pair = pair; }