/// <summary> /// Creates a sphere shape in the world /// </summary> /// <param name="sphereDescription"></param> /// <param name="colliderDescription"> </param> /// <returns></returns> public IWorldObject CreateWorldObject(SphereDescription sphereDescription, ColliderDescription colliderDescription) { lock (this) { var rigidBody = new RuneRigidbody(new RuneSphereShape(sphereDescription.Radius)) { Pose = new Pose(sphereDescription.Position.ToRuneVector(), sphereDescription.Rotation.ToRuneQuaternion()), Scale = sphereDescription.Scale.ToRuneVector(), }; UpdateRigidbodyCollisionSettings(rigidBody, ref colliderDescription); this.simulation.RigidBodies.Add(rigidBody); return(rigidBody); } }
/// <summary> /// Creates a sphere shape in the world /// </summary> /// <param name="sphereDescription"></param> /// <param name="colliderDescription"> </param> /// <returns></returns> public IWorldObject CreateWorldObject(SphereDescription sphereDescription, ColliderDescription colliderDescription) { return(null); }