示例#1
0
 /// <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();
 }
示例#2
0
 /// <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);
 }