internal override void createProduct(Engine.ObjectManagement.SimObjectBase instance, BulletScene scene)
        {
            RigidBody rbA = null;
            RigidBody rbB = null;

            SimObject other = instance.getOtherSimObject(RigidBodyASimObject);

            if (other != null)
            {
                rbA = other.getElement(RigidBodyAElement) as RigidBody;
            }

            other = instance.getOtherSimObject(RigidBodyBSimObject);
            if (other != null)
            {
                rbB = other.getElement(RigidBodyBElement) as RigidBody;
            }

            TypedConstraintElement element = createConstraint(rbA, rbB, instance, scene);

            if (element != null)
            {
                instance.addElement(element);
            }
        }
Exemplo n.º 2
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        /// <summary>
        /// Destroy the SimObject named name. This will dispose the SimObject
        /// and it will no longer be part of the scene or usable.
        /// </summary>
        /// <param name="name">The name of the SimObject to destroy.</param>
        public void destroySimObject(String name)
        {
            SimObjectBase simObject = simObjects[name];

            simObjects.Remove(name);
            simObject.Dispose();
            simObject._unsetSimObjectManager();
        }
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 /// <summary>
 /// Get the SimObject specified by name, will return false if the sim object is not found.
 /// </summary>
 /// <param name="name">The name of the SimObject</param>
 /// <param name="simObject">The out variable to put the result into.</param>
 /// <returns>True if the object is found, false if it is not.</returns>
 public bool tryGetSimObject(String name, out SimObjectBase simObject)
 {
     if (name == null)
     {
         simObject = null;
         return(false);
     }
     return(simObjects.TryGetValue(name, out simObject));
 }
Exemplo n.º 4
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        /// <summary>
        /// Returns a new SimObjectManager that contains all the SimObjects
        /// defined in this class. The SimObjects will be empty, but they will
        /// be registered for construction.
        /// </summary>
        /// <param name="subScene">The SimSubScene that will be used to build the objects in the returned manager.</param>
        /// <returns>A new SimObjectManager that contains empty SimObjects ready to be built into the given SimSubScene.</returns>
        public SimObjectManager createSimObjectManager(SimSubScene subScene)
        {
            SimObjectManager manager = new SimObjectManager(subScene);

            foreach (SimObjectDefinition instance in simObjects.Values)
            {
                SimObjectBase simObject = instance.register(subScene);
                manager.addSimObject(simObject);
            }
            return(manager);
        }
Exemplo n.º 5
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 /// <summary>
 /// Create and add a SimObject to this manager. This is used to create
 /// objects after the build process has run during scene execution.
 /// </summary>
 /// <param name="definition">The definition of the object to create.</param>
 public SimObjectBase createLiveSimObject(SimObjectDefinition definition, SceneBuildOptions options = SceneBuildOptions.None)
 {
     if (!simObjects.ContainsKey(definition.Name))
     {
         SimObjectBase simObj = definition.register(subScene);
         addSimObject(simObj);
         subScene.buildScene(options);
         return(simObj);
     }
     else
     {
         throw new SimObjectException(String.Format("Attempted to create a SimObject {0} that already exists in sub scene {1}.", definition.Name, subScene.Name));
     }
 }
 /// <summary>
 /// Register this element with its factory so it can be built.
 /// </summary>
 /// <param name="subscene">The SimSubScene that will get the built product.</param>
 /// <param name="instance">The SimObject that will get the newly created element.</param>
 public abstract void registerScene(SimSubScene subscene, SimObjectBase instance);
 public override void registerScene(Engine.ObjectManagement.SimSubScene subscene, Engine.ObjectManagement.SimObjectBase instance)
 {
     if (subscene.hasSimElementManagerType(typeof(BulletScene)))
     {
         BulletScene sceneManager = subscene.getSimElementManager <BulletScene>();
         sceneManager.getBulletFactory().addTypedConstraint(this, instance);
     }
     else
     {
         Logging.Log.Default.sendMessage("Cannot add PhysActorDefinition {0} to SimSubScene {1} because it does not contain a BulletSceneManager.", Logging.LogLevel.Warning, BulletInterface.PluginName, Name, subscene.Name);
     }
 }
 internal override void createStaticProduct(Engine.ObjectManagement.SimObjectBase instance, BulletScene scene)
 {
 }
Exemplo n.º 9
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 /// <summary>
 /// Remove a SimObject. This does not destroy it and the caller takes
 /// ownership of the object for disposal.
 /// </summary>
 /// <param name="simObject">The SimObject to remove.</param>
 public void removeSimObject(SimObjectBase simObject)
 {
     simObjects.Remove(simObject.Name);
     simObject._unsetSimObjectManager();
 }
Exemplo n.º 10
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 /// <summary>
 /// Add a SimObject. It will be disposed when this manager is disposed.
 /// </summary>
 /// <param name="simObject">The SimObject to add.</param>
 public void addSimObject(SimObjectBase simObject)
 {
     simObjects.Add(simObject.Name, simObject);
     simObject._setSimObjectManager(this);
 }
Exemplo n.º 11
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 /// <summary>
 /// Internal function to set the SimObject for this element.
 /// </summary>
 /// <param name="simObject">The SimObject to set.</param>
 internal void setSimObject(SimObjectBase simObject)
 {
     this.simObject = simObject;
     this.setEnabled(simObject != null && simObject.Enabled);
 }