//internal void addSoftBody(SoftBodyDefinition definition, SimObjectBase instance); //internal void addSoftBodyProviderDefinition(SoftBodyProviderDefinition definition, SimObjectBase instance, SimSubScene subScene); //internal void addSoftBodyAnchorOrJointDefinition(BulletElementDefinition definition, SimObjectBase instance); public IEnumerable <SceneBuildStatus> createProducts(SceneBuildOptions options) { SceneBuildStatus status = new SceneBuildStatus() { Subsystem = BulletInterface.Instance.Name }; yield return(status); foreach (BulletFactoryEntry entry in rigidBodies) { entry.createProduct(scene); } //foreach(SoftBodyProviderEntry entry in softBodyProviders) //{ // entry.createProduct(scene); //} //foreach(BulletFactoryEntry entry in softBodies) //{ // entry.createProduct(scene); //} foreach (BulletFactoryEntry entry in typedConstraints) { entry.createProduct(scene); } //foreach(BulletFactoryEntry entry in softBodyAnchors) //{ // entry.createProduct(scene); //} }
public IEnumerable <SceneBuildStatus> createProducts(SceneBuildOptions options) { SceneBuildStatus status = new SceneBuildStatus() { Subsystem = "Simulation" }; yield return(status); }
/// <summary> /// Create all products for normal operation currently registered for /// construction in this factory. /// </summary> public IEnumerable <SceneBuildStatus> createProducts(SceneBuildOptions options) { SceneBuildStatus status = new SceneBuildStatus() { Subsystem = BehaviorPluginInterface.Instance.Name }; yield return(status); bool copyBehavior = (options & SceneBuildOptions.SingleUseDefinitions) == 0; foreach (BehaviorFactoryEntry entry in currentBehaviors) { entry.createProduct(manager, copyBehavior); } }
/// <summary> /// Build all products currently registered. /// </summary> public IEnumerable <SceneBuildStatus> createProducts(SceneBuildOptions options) { SceneBuildStatus status = new SceneBuildStatus() { Subsystem = OgreInterface.Instance.Name, NumItems = sceneNodes.Count }; yield return(status); foreach (OgreFactoryEntry entry in sceneNodes) { entry.createProduct(targetScene); status.CurrentItem++; yield return(status); } }
public IEnumerable <SceneBuildStatus> createProducts(SceneBuildOptions options) { SceneBuildStatus status = new SceneBuildStatus() { Subsystem = BEPUikInterface.Instance.Name }; yield return(status); foreach (var entry in independentPhaseEntries) { entry.createProduct(scene); } foreach (var entry in dependentPhaseEntries) { entry.createProduct(scene); } }