public World(Backend backend, ResourceManager resourceManager) { var collisionSystem = new Jitter.Collision.CollisionSystemPersistentSAP(); PhysicsWorld = new Jitter.World(collisionSystem); DebugDrawer = new DebugDrawer(backend, resourceManager); }
protected new void Awake() { base.Awake(); INSTANCE = this; this.world = new JWorld(new CollisionSystemPersistentSAP()); this.world.CollisionSystem.CollisionDetected += this.CollisionDetected; }
public JitterPhysicsComponent(Game game) : base(game) { m_collisionSystem = new Jitter.Collision.CollisionSystemPersistentSAP(); m_world = new Jitter.World(CollisionSystem); World.AllowDeactivation = true; }
/// <summary> /// Default constructor /// </summary> public JitterPhysicsHandler(Vector3 gravity) { Jitter.Collision.CollisionSystem collision = new CollisionSystemSAP(); world = new Jitter.World(collision); world.AllowDeactivation = true; world.Gravity = new Jitter.LinearMath.JVector(gravity.X, gravity.Y, gravity.Z); RigidBodies = new JitterRigidBodyHandler(world) { PhysicsHandler = this }; }
public Grid(Game game, Terrain terrain, int size, Camera camera, GraphicsDevice graphicsDevice, BasicEffect basicEffect, Jitter.World physicsWorld) : base(game) { this.terrain = terrain; this.size = size; this.camera = camera; this.graphicsDevice = graphicsDevice; this.basicEffect = basicEffect; InitializeVertices(); this.gridObjects = new GridObject[width, height]; this.physicsWorld = physicsWorld; }
public CharacterControllerConstraint(Jitter.World world, RigidBody body) : base(body, null) { World = world; // Determine feet position // This is done by supportmapping in the down direction // furthest point away from the down direction. JVector vec = JVector.Down; JVector result = JVector.Zero; body.Shape.SupportMapping(ref vec, out result); FeetPosition = result * JVector.Down; }
internal static void Init() { CollisionSystem = new CollisionSystemSAP(); JWorld = new JWorld(CollisionSystem); CoreECS.SubscribeComponentAdded <RigidBody>(AddRigidBody); CoreECS.SubscribeComponentEnabled <RigidBody>(AddRigidBody); CoreECS.SubscribeComponentRemoved <RigidBody>(RemoveRigidBody); CoreECS.SubscribeComponentDisabled <RigidBody>(RemoveRigidBody); CoreECS.SubscribeComponentAdded <EmptyRigidBody>(AddEmptyRigidBody); CoreECS.SubscribeComponentEnabled <EmptyRigidBody>(AddEmptyRigidBody); CoreECS.SubscribeComponentRemoved <EmptyRigidBody>(RemoveEmptyRigidBody); CoreECS.SubscribeComponentDisabled <EmptyRigidBody>(RemoveEmptyRigidBody); CollisionSystem.CollisionDetected += CollisionDetected; }
public void Clear() { world = null; RigidBodies.Clear(); RigidBodies = null; }
private static void InitPhysics3D() { world3D = new Jitter.World(new CollisionSystemBrute()); world3D.Gravity = new JVector(0, 0, -G); var groundPlaneBody = new RigidBody(new BoxShape(100, 100, 0.1f)); groundPlaneBody.IsStatic = true; world3D.AddBody(groundPlaneBody); }
public World() { Jitter.Collision.CollisionSystem collision = new Jitter.Collision.CollisionSystemPersistentSAP(); world = new Jitter.World(collision); world.Gravity.Set(0.0f, -10.0f, 0.0f); }
public CollisionSystem(Jitter.World world, Dictionary<RigidBody, Jitter.Dynamics.RigidBody> worldItems) { World = world; WorldItems = worldItems; }
public JitterRigidBodyHandler(Jitter.World world) { this.world = world; items = new Dictionary<string, RigidBody>(); worldItems = new Dictionary<RigidBody, Jitter.Dynamics.RigidBody>(); }