private void ConstructPhysicsSimulator(Vector2 gravity) { GeomList = new GenericList <Geom>(32); _geomAddList = new List <Geom>(32); _geomRemoveList = new List <Geom>(32); BodyList = new GenericList <Body>(32); _bodyAddList = new List <Body>(32); _bodyRemoveList = new List <Body>(32); ControllerList = new GenericList <Controller>(8); _controllerAddList = new List <Controller>(8); _controllerRemoveList = new List <Controller>(8); JointList = new GenericList <Joint>(32); _jointAddList = new List <Joint>(32); _jointRemoveList = new List <Joint>(32); SpringList = new GenericList <Spring>(32); _springAddList = new List <Spring>(32); _springRemoveList = new List <Spring>(32); _broadPhaseCollider = new SelectiveSweepCollider(this); Gravity = gravity; //Create arbiter list with default capacity of 128 ArbiterList = new ArbiterList(128); //Poolsize of 128, will grow as needed. arbiterPool = new Pool <Arbiter>(128); }
private void ConstructPhysicsSimulator(Vector2 gravity) { geomList = new GeomList(); geomAddList = new List <Geom>(); geomRemoveList = new List <Geom>(); bodyList = new BodyList(); bodyAddList = new List <Body>(); bodyRemoveList = new List <Body>(); controllerList = new ControllerList(); controllerAddList = new List <Controller>(); controllerRemoveList = new List <Controller>(); jointList = new JointList(); jointAddList = new List <Joint>(); jointRemoveList = new List <Joint>(); _broadPhaseCollider = new SelectiveSweepCollider(this); arbiterList = new ArbiterList(); _gravity = gravity; arbiterPool = new Pool <Arbiter>(_arbiterPoolSize); #region Added by Daniel Pramel 08/17/08 _inactivityController = new InactivityController(this); _scaling = new Scaling(0.001f, 0.01f); #endregion }
public void SetBroadPhaseCollider(IBroadPhaseCollider broadPhaseCollider) { if (geomList.Count > 0) { throw new Exception("The GeomList must be empty when setting the broad phase collider type"); } _broadPhaseCollider = broadPhaseCollider; }
private void ConstructPhysicsSimulator(Vector2 gravity) { geomList = new GenericList<Geom>(); geomAddList = new List<Geom>(); geomRemoveList = new List<Geom>(); bodyList = new GenericList<Body>(); bodyAddList = new List<Body>(); bodyRemoveList = new List<Body>(); controllerList = new GenericList<Controller>(); controllerAddList = new List<Controller>(); controllerRemoveList = new List<Controller>(); jointList = new GenericList<Joint>(); jointAddList = new List<Joint>(); jointRemoveList = new List<Joint>(); springList = new GenericList<Spring>(); springAddList = new List<Spring>(); springRemoveList = new List<Spring>(); _broadPhaseCollider = new SelectiveSweepCollider(this); arbiterList = new ArbiterList(); Gravity = gravity; //Poolsize of 10, will grow as needed. arbiterPool = new Pool<Arbiter>(100); }
private void ConstructPhysicsSimulator(Vector2 gravity) { GeomList = new GenericList<Geom>(32); _geomAddList = new List<Geom>(32); _geomRemoveList = new List<Geom>(32); BodyList = new GenericList<Body>(32); _bodyAddList = new List<Body>(32); _bodyRemoveList = new List<Body>(32); ControllerList = new GenericList<Controller>(8); _controllerAddList = new List<Controller>(8); _controllerRemoveList = new List<Controller>(8); JointList = new GenericList<Joint>(32); _jointAddList = new List<Joint>(32); _jointRemoveList = new List<Joint>(32); SpringList = new GenericList<Spring>(32); _springAddList = new List<Spring>(32); _springRemoveList = new List<Spring>(32); _broadPhaseCollider = new SelectiveSweepCollider(this); Gravity = gravity; //Create arbiter list with default capacity of 128 ArbiterList = new ArbiterList(128); //Poolsize of 128, will grow as needed. arbiterPool = new Pool<Arbiter>(128); }
private void ConstructPhysicsSimulator(Vector2 gravity) { geomList = new GeomList(); geomAddList = new List<Geom>(); geomRemoveList = new List<Geom>(); bodyList = new BodyList(); bodyAddList = new List<Body>(); bodyRemoveList = new List<Body>(); controllerList = new ControllerList(); controllerAddList = new List<Controller>(); controllerRemoveList = new List<Controller>(); jointList = new JointList(); jointAddList = new List<Joint>(); jointRemoveList = new List<Joint>(); springList = new SpringList(); springAddList = new List<Spring>(); springRemoveList = new List<Spring>(); _broadPhaseCollider = new SelectiveSweepCollider(this); arbiterList = new ArbiterList(); _gravity = gravity; arbiterPool = new Pool<Arbiter>(_arbiterPoolSize); #region Added by Daniel Pramel 08/17/08 _inactivityController = new InactivityController(this); _scaling = new Scaling(0.001f, 0.01f); #endregion }