public void SetUp() { _context = new PhysicsContext(); _context.InitializeWorld(); _shape = new BoxShape(2); RigidBody staticSphere = _context.AddStaticBody(_shape, Matrix.Translation(0, 0, 0)); RigidBody dynamicSphere = _context.AddBody(_shape, Matrix.Translation(0, 1, 0), 1); _callback = new CustomOverlapFilterCallback(staticSphere, dynamicSphere); }
public void SetUp() { _conf = new DefaultCollisionConfiguration(); _dispatcher = new CollisionDispatcher(_conf); //_broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000)); _broadphase = new DbvtBroadphase(); _world = new DiscreteDynamicsWorld(_dispatcher, _broadphase, null, _conf); _shape = new BoxShape(2); _sphere1 = CreateBody(0, Matrix.Translation(0, 0, 0), _shape); _sphere2 = CreateBody(1, Matrix.Translation(0, 1, 0), _shape); _callback = new CustomOverlapFilterCallback(_sphere1, _sphere2); }