public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 100)); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 0)); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 50)); PhysicsSimulator.BiasFactor = .3f; //for stacked objects, simultaneous collision are the bottlenecks so limit them to 2 per geometric pair. PhysicsSimulator.MaxContactsToDetect = 2; PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); PhysicsSimulatorView.EnableEdgeView = false; // POINT OF INTEREST // Create a physics processor based on the physics processor _physicsProcessor = new PhysicsProcessor(PhysicsSimulator); // POINT OF INTEREST // Create the physics thread with the StartThinking function as the entry point. // The StartThinking is going to be the main function of the physics thread. _physicsThread = new Thread(_physicsProcessor.StartThinking); // POINT OF INTEREST // Name the thread for debugging purposes _physicsThread.Name = "PhysicsThread"; // POINT OF INTEREST // And now start the thread _physicsThread.Start(); base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 100)); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); PhysicsSimulatorView.EnableGridView = false; base.Initialize(); }
public PhysicsComponent(Game game, PhysicsSimulator physicsSimulator) : base(game) { physicsSimulatorView = new PhysicsSimulatorView(physicsSimulator); this.PhysicsSimulator = physicsSimulator; this.Debug = false; Game.Services.AddService(typeof(IPhysicsSimulatorService), this); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 0)); PhysicsSimulator.MaxContactsToDetect = 2; //for stacked objects, simultaneous collision are the bottlenecks so limit them to 2 per geometric pair. PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 150)); PhysicsSimulator.MaxContactsToDetect = 5; PhysicsSimulator.MaxContactsToResolve = 2; PhysicsSimulator.Iterations = 10; PhysicsSimulator.BiasFactor = .4f; PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 100)); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); PhysicsSimulatorView.EnableEdgeView = true; PhysicsSimulatorView.EnableCoordinateAxisView = true; PhysicsSimulatorView.EnableAABBView = false; base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 150)); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); if (_usePool) { LoadPool(); } base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 50)); //PhysicsSimulator.NarrowPhaseCollider = new SAT(PhysicsSimulator); PhysicsSimulator.BiasFactor = .2f; //for stacked objects, simultaneous collision are the bottlenecks so limit them to 2 per geometric pair. PhysicsSimulator.MaxContactsToDetect = 2; PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); PhysicsSimulatorView.EnableEdgeView = false; base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 200)); PhysicsSimulator.MaxContactsToDetect = 2; //for stacked objects, simultaneous collision are the bottlenecks so limit them to 2 per geometric pair. PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); PhysicsSimulatorView.EnableEdgeView = false; PhysicsSimulatorView.EnableVerticeView = false; PhysicsSimulatorView.EnableAABBView = true; PhysicsSimulatorView.EnableCoordinateAxisView = true; base.Initialize(); }
public Physics(Vector2 newGravity) { if (Instance != null) throw new Exception("Physics engine instance doubled!"); Physics.Instance = this; this.setGravity(newGravity); BiasFactor = 0.01f; //AllowedPenetration = 0.01f; this.Iterations = 50; this.MaxContactsToResolve = 3; physicsSimulatorView = new DemoBaseXNA.PhysicsSimulatorView(this); // physicsSimulatorView.EnableEdgeView = false; physicsSimulatorView.LoadContent(Game1.Instance.GraphicsDevice, Game1.Instance.Content); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 250)); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); _cameraMatrix = Matrix.Identity; _projectionMatrix = Matrix.CreateOrthographicOffCenter(0, 1024, 768, 0, -100, 100); _worldMatrix = Matrix.Identity; _waterModel = new WaterModel(); _waterModel.Initialize(PhysicsSimulator); _waterModel.WaveController.Enabled = true; // if false waves will not be created base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 100)); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); PhysicsSimulator.MaxContactsToDetect = 6; PhysicsSimulator.MaxContactsToResolve = 3; PhysicsSimulator.BroadPhaseCollider = new BruteForceCollider(PhysicsSimulator); PhysicsSimulator.Iterations = 20; PhysicsSimulatorView.EnableContactView = false; PhysicsSimulatorView.EnableEdgeView = true; PhysicsSimulatorView.EnableAABBView = false; PhysicsSimulatorView.EnableVerticeView = false; base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 100)); // Use the SAT narrow phase collider PhysicsSimulator.NarrowPhaseCollider = NarrowPhaseCollider.SAT; // setup our debug view PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); PhysicsSimulatorView.EnableEdgeView = true; PhysicsSimulatorView.EnableAABBView = false; // initalize a list of splats splats = new List<Splat>(); base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 100)); // Use the SAT narrow phase collider PhysicsSimulator.NarrowPhaseCollider = new SAT(PhysicsSimulator); // setup our debug view PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); PhysicsSimulatorView.EnableEdgeView = true; PhysicsSimulatorView.EnableAABBView = false; // initalize a list of splats splats = new List <Splat>(); base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 150)); // This distance has to be big enough to make sure all objects are reactivated // before they could collide with an currently active object // our biggest object is 25*25 -> 120 would be big enough InactivityController controller = new InactivityController(PhysicsSimulator); controller.ActivationDistance = 120; // Deactivate the object after 2 seconds of idle time controller.MaxIdleTime = 2000; controller.Enabled = true; PhysicsSimulator.Add(controller); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 150)); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); PhysicsSimulatorView.EnableVerticeView = true; PhysicsSimulatorView.EnableEdgeView = false; PhysicsSimulatorView.EnableContactView = false; PhysicsSimulatorView.EnableAABBView = false; PhysicsSimulatorView.EnablePerformancePanelView = false; PhysicsSimulatorView.EnableCoordinateAxisView = false; PhysicsSimulatorView.EdgeColor = Color.Red; PhysicsSimulatorView.EdgeLineThickness = 2; PhysicsSimulatorView.VerticeColor = Color.CornflowerBlue; PhysicsSimulatorView.VerticeRadius = 5; DebugViewEnabled = true; _messages = new List <TextMessage>(); _simulatedPolyBrushes = new List <PolygonBrush>(); _simulatedPolyBodies = new List <Body>(); base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 150)); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); PhysicsSimulatorView.EnableVerticeView = true; PhysicsSimulatorView.EnableEdgeView = false; PhysicsSimulatorView.EnableContactView = false; PhysicsSimulatorView.EnableAABBView = false; PhysicsSimulatorView.EnablePerformancePanelView = false; PhysicsSimulatorView.EnableCoordinateAxisView = false; PhysicsSimulatorView.EdgeColor = Color.Red; PhysicsSimulatorView.EdgeLineThickness = 2; PhysicsSimulatorView.VerticeColor = Color.CornflowerBlue; PhysicsSimulatorView.VerticeRadius = 5; DebugViewEnabled = true; _messages = new List<TextMessage>(); _simulatedPolyBrushes = new List<PolygonBrush>(); _simulatedPolyBodies = new List<Body>(); base.Initialize(); }
public override void Initialize() { PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 150)); PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator); if (_usePool) LoadPool(); base.Initialize(); }
protected GameScreen() { _physicsSimulator = new PhysicsSimulator(new Vector2(0, 0)); _physicsSimulatorView = new PhysicsSimulatorView(_physicsSimulator); }