public PhysxPhysicWorld(CoreDescription CoreDescription, SceneDescription SceneDescription, bool connectToRemoteDebugger = false, bool safeAndSlowUpdate = true) { this.safeAndSlowUpdate = safeAndSlowUpdate; UserOutput output = new UserOutput(); this.Core = new Core(CoreDescription, output); Core core = this.Core; core.SetParameter(PhysicsParameter.VisualizationScale, 2.0f); core.SetParameter(PhysicsParameter.VisualizeCollisionShapes, true); core.SetParameter(PhysicsParameter.VisualizeClothMesh, true); core.SetParameter(PhysicsParameter.VisualizeJointLocalAxes, true); core.SetParameter(PhysicsParameter.VisualizeJointLimits, true); core.SetParameter(PhysicsParameter.VisualizeFluidPosition, true); core.SetParameter(PhysicsParameter.VisualizeFluidEmitters, false); // Slows down rendering a bit too much core.SetParameter(PhysicsParameter.VisualizeForceFields, true); core.SetParameter(PhysicsParameter.VisualizeSoftBodyMesh, true); this.Scene = core.CreateScene(SceneDescription); // Connect to the remote debugger if it's there if (connectToRemoteDebugger) { core.Foundation.RemoteDebugger.Connect("localhost"); } ControllerManager = Scene.CreateControllerManager(); objs = new List <IPhysicObject>(); ctns = new List <IPhysicConstraint>(); TriggerReport = new Physics.TriggerReport(); Scene.UserTriggerReport = TriggerReport; Utilities.ErrorReport = errorReport; }
public PhysxPhysicWorld(CoreDescription CoreDescription, SceneDescription SceneDescription, bool connectToRemoteDebugger = false, bool safeAndSlowUpdate = true) { this.safeAndSlowUpdate = safeAndSlowUpdate; UserOutput output = new UserOutput(); this.Core = new Core(CoreDescription, output); Core core = this.Core; core.SetParameter(PhysicsParameter.VisualizationScale, 2.0f); core.SetParameter(PhysicsParameter.VisualizeCollisionShapes, true); core.SetParameter(PhysicsParameter.VisualizeClothMesh, true); core.SetParameter(PhysicsParameter.VisualizeJointLocalAxes, true); core.SetParameter(PhysicsParameter.VisualizeJointLimits, true); core.SetParameter(PhysicsParameter.VisualizeFluidPosition, true); core.SetParameter(PhysicsParameter.VisualizeFluidEmitters, false); // Slows down rendering a bit too much core.SetParameter(PhysicsParameter.VisualizeForceFields, true); core.SetParameter(PhysicsParameter.VisualizeSoftBodyMesh, true); this.Scene = core.CreateScene(SceneDescription); // Connect to the remote debugger if it's there if (connectToRemoteDebugger) core.Foundation.RemoteDebugger.Connect("localhost"); ControllerManager = Scene.CreateControllerManager(); objs = new List<IPhysicObject>(); ctns = new List<IPhysicConstraint>(); TriggerReport = new Physics.TriggerReport(); Scene.UserTriggerReport = TriggerReport; Utilities.ErrorReport = errorReport; }