/// <summary> /// Adds the collider to the engine processing pipeline. /// </summary> /// <param name="collider">The collider.</param> /// <param name="group">The group.</param> /// <param name="mask">The mask.</param> public void AddCollider(Collider collider, CollisionFilterGroupFlags group, CollisionFilterGroupFlags mask) { collisionWorld.AddCollisionObject(collider.InternalCollider, (BulletSharp.CollisionFilterGroups)group, (BulletSharp.CollisionFilterGroups)mask); aliveColliders.Add(collider.InternalCollider, collider); collider.Simulation = this; }
private void LoadPhysics() { var defaultCollisionConfiguration = new BulletSharp.DefaultCollisionConfiguration(); var collisionDispatcher = new BulletSharp.CollisionDispatcher(); var worldAabbMin = new Vector3(-1000, -1000, -1000); var worldAabbMax = new Vector3(1000, 1000, 1000); var broadphase = new BulletSharp.AxisSweep3(worldAabbMin, worldAabbMax); this.collisionWorld = new BulletSharp.CollisionWorld(collisionDispatcher, broadphase, defaultCollisionConfiguration); this.collisionWorld.DebugDrawer = new BulletDebugDrawer(this.viewscreenProgram); foreach (var collisionObject in mousePole.ContactObjects) { collisionWorld.AddCollisionObject(collisionObject); } }
/// <summary> /// Adds the collider to the engine processing pipeline. /// </summary> /// <param name="collider">The collider.</param> public void AddCollider(Collider collider) { collisionWorld.AddCollisionObject(collider.InternalCollider); collider.Simulation = this; }
internal void AddCollider(PhysicsComponent component, CollisionFilterGroupFlags group, CollisionFilterGroupFlags mask) { collisionWorld.AddCollisionObject(component.NativeCollisionObject, (BulletSharp.CollisionFilterGroups)group, (BulletSharp.CollisionFilterGroups)mask); }
/// <summary> /// Adds the collider to the engine processing pipeline. /// </summary> /// <param name="collider">The collider.</param> public void AddCollider(Collider collider) { collisionWorld.AddCollisionObject(collider.InternalCollider); }