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); }
public void SetUp() { _context = new PhysicsContext(); _context.InitializeWorld(); _shape = new BoxShape(2); _sphere1 = _context.AddBody(_shape, Matrix.Translation(2, 2, 0), 10); _sphere2 = _context.AddBody(_shape, Matrix.Translation(0, 2, 0), 1); }
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() { _context = new PhysicsContext(); _context.InitializeWorld(); _shape = new BoxShape(1); using (var bodyInfo = new RigidBodyConstructionInfo(1, null, _shape)) { _body1 = new RigidBody(bodyInfo); _body2 = new RigidBody(bodyInfo); _body3 = new RigidBody(bodyInfo); } }
public void SetUp() { _context = new PhysicsContext(); _context.InitializeWorld(); _ghostPairCallback = new GhostPairCallback(); _context.Broadphase.OverlappingPairCache.SetInternalGhostPairCallback(_ghostPairCallback); _shape = new BoxShape(2); RigidBody staticBox = _context.AddStaticBody(_shape, Matrix.Translation(0, 0, 0)); RigidBody dynamicBox = _context.AddBody(_shape, Matrix.Translation(0, 1, 0), 1); _ghostObject = new PairCachingGhostObject { CollisionShape = _shape, WorldTransform = Matrix.Translation(2, 2, 0) }; _context.World.AddCollisionObject(_ghostObject); }