public PhysicsSystem(PhysicsLayersDescription layers) { _collisionGroups = new PhysicsCollisionGroups(layers); CollisionRules.CollisionRuleCalculator = CustomCollisionRuleCalculator; _looper = new ParallelLooper(); for (int g = 0; g < Environment.ProcessorCount - 1; g++) { _looper.AddThread(); } Space = new Space(_looper); Space.ForceUpdater.Gravity = s_defaultGravity; Space.BufferedStates.Enabled = true; Space.BufferedStates.InterpolatedStates.Enabled = true; }
public void SetPhysicsLayerRules(PhysicsLayersDescription layers) { _collisionGroups = new PhysicsCollisionGroups(layers); }