/// <summary> /// Initialize the physics implementation. /// </summary> public override void Initialize() { base.Initialize(); if (_broadPhase == null) { _broadPhase = new SweepAndPrune(); } _islandAlloc = new Pool <Island>(_islandPoolCapacity, 2); _contacts = new BodyCollisionFunctor(this); _contactCache = new ContactCache(new ContactCache.Allocator(_contactPoolCapacity, 2, _maxPointsPerContact)); _taskManager = TaskManager.Current; _generators.Add(_gravityForce); }
/// <summary> /// Initialize the physics implementation. /// </summary> public override void Initialize() { base.Initialize(); if (_broadPhase == null) _broadPhase = new SweepAndPrune(); _islandAlloc = new Pool<Island>(_islandPoolCapacity, 2); _contacts = new BodyCollisionFunctor(this); _contactCache = new ContactCache(new ContactCache.Allocator(_contactPoolCapacity, 2, _maxPointsPerContact)); _taskManager = TaskManager.Current; _generators.Add(_gravityForce); }