protected override void OnAttached() { base.OnAttached(); _fluidContainerMain.VisualElement = this.AssociatedObject; FluidContainerMain.SetFluidContainer(this.AssociatedObject, _fluidContainerMain); this.AssociatedObject.Loaded += new RoutedEventHandler(AssociatedObject_Loaded); }
void _physicsController_TimerLoop(object source) { // here you can handle logic per "frame" // NOTE that you can get a reference to the Fluid Container like so: FluidContainerMain fluidContainerMain = rectWater.GetValue(FluidContainerMain.FluidControllerProperty) as FluidContainerMain; // NOTE that you can get references to "sprite" objects in the simulation like so: PhysicsSprite astronaut = _physicsController.PhysicsObjects["spaceSuit"]; float mass = astronaut.BodyObject.Mass; int collisionGroup = astronaut.GeometryObject.CollisionGroup; }