/// <summary> /// Clears the simulation of every object, only returning memory to the pool that would be returned by sequential removes. /// Other persistent allocations, like those in the Bodies set, will remain. /// </summary> public void Clear() { Solver.Clear(); Bodies.Clear(); Statics.Clear(); Shapes.Clear(); BroadPhase.Clear(); }
/// <summary> /// Clears all bodies and force generators. /// </summary> public void Clear() { for (int i = 0; i < _bodies.Count; i++) { _bodies[i].Manager = null; } _bodies.Clear(); _broadPhase.Clear(); _generators.Clear(); _generators.Add(_gravityForce); }