public MeshPhysicsElementFactory(PhysicsEngine engine, ClientPhysicsQuadTreeNode root)
        {
            Engine = engine;
            Root   = root;

            MeshPhysicsPool = new MeshPhysicsPool();
            actorBuilder    = new MeshPhysicsActorBuilder(MeshPhysicsPool);
        }
예제 #2
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        /// <summary>
        /// World is in the constructor because this is a static physx object
        /// </summary>
        /// <param name="_mesh"></param>
        /// <param name="world"></param>
        public MeshStaticPhysicsElement(IMesh _mesh, Matrix world, MeshPhysicsActorBuilder _builder)
        {
            Mesh    = _mesh;
            builder = _builder;


            worldMatrix = world;

            updateBoundingSphere();
        }
예제 #3
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 internal void disposeInternal()
 {
     if (node != null)
     {
         node.RemoveStaticObject(this);
     }
     builder = null;
     scene   = null;
     if (Actor != null)
     {
         Actor.Dispose();
     }
     Actor = null;
 }
 /// <summary>
 /// This constructor enables physics
 /// </summary>
 public MeshDynamicPhysicsElement(IMesh mesh, Matrix world, MeshPhysicsActorBuilder builder)
 {
     Mesh       = mesh;
     this.world = world;
     Builder    = builder;
 }