internal void OnAdditionToSpace(ISpace space) { //Make sure it doesn't collide with anything. shape.OnAdditionToSpace(space); shape.UpdateDetectorPosition(); //Need to put the detectors in appropriate locations before adding since otherwise overloads the broadphase space.Add(shape.detector); }
internal void UpdateDuringForces(float dt) { suspension.ComputeWorldSpaceData(); shape.UpdateDetectorPosition(); }