示例#1
0
 public PhysicsEngine(IWorld world, IBlockPhysicsProvider physicsProvider)
 {
     World = world;
     Entities = new List<IPhysicsEntity>();
     EntityLock = new object();
     BlockPhysicsProvider = physicsProvider;
 }
示例#2
0
 public PhysicsEngine(IWorld world, IBlockPhysicsProvider physicsProvider)
 {
     World                = world;
     Entities             = new List <IPhysicsEntity>();
     EntityLock           = new object();
     BlockPhysicsProvider = physicsProvider;
 }
示例#3
0
 public PhysicsEngine(World world, IBlockPhysicsProvider physicsProvider, int MillisecondsBetweenUpdates)
 {
     World = world;
     Entities = new List<IPhysicsEntity>();
     EntityLock = new object();
     LastUpdate = DateTime.MinValue;
     BlockPhysicsProvider = physicsProvider;
     this.MillisecondsBetweenUpdates = MillisecondsBetweenUpdates;
 }
示例#4
0
 public PhysicsEngine(IWorld world, IBlockPhysicsProvider physicsProvider)
 {
     World = world;
     Entities = new List<IPhysicsEntity>();
     EntityLock = new object();
     LastUpdate = DateTime.MinValue;
     BlockPhysicsProvider = physicsProvider;
     MillisecondsBetweenUpdates = 1000 / 20;
 }
示例#5
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 public PhysicsEngine(ReadOnlyWorld world, IBlockPhysicsProvider physicsProvider)
 {
     World                      = world;
     Entities                   = new List <IPhysicsEntity>();
     EntityLock                 = new object();
     LastUpdate                 = DateTime.MinValue;
     BlockPhysicsProvider       = physicsProvider;
     MillisecondsBetweenUpdates = 1000 / 20;
 }
示例#6
0
 public PhysicsEngine(World world, IBlockPhysicsProvider physicsProvider, int MillisecondsBetweenUpdates)
 {
     World                           = world;
     Entities                        = new List <IPhysicsEntity>();
     EntityLock                      = new object();
     LastUpdate                      = DateTime.MinValue;
     BlockPhysicsProvider            = physicsProvider;
     this.MillisecondsBetweenUpdates = MillisecondsBetweenUpdates;
 }