public CCPhysicsWorld(CCScene scene) { _gravity = new CCPoint(0.0f, -98.0f); _speed = 1.0f; _updateRate = 1; _updateRateCount = 0; _updateTime = 0.0f; _info = null; _scene = null; _delayDirty = false; _info = new CCPhysicsWorldInfo(); _scene = scene; _info.SetGravity(PhysicsHelper.CCPointToCpVect(_gravity)); var spc = _info.getSpace(); spc.defaultHandler = new cpCollisionHandler() { beginFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionBeginCallbackFunc(a as cpArbiter, s, this), preSolveFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionPreSolveCallbackFunc(a as cpArbiter, s, this), postSolveFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionPostSolveCallbackFunc(a as cpArbiter, s, this), separateFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionSeparateCallbackFunc(a as cpArbiter, s, this) }; }
public CCPhysicsWorld(CCScene scene) { DelayAddBodies = new List <CCPhysicsBody>(); DelayRemoveBodies = new List <CCPhysicsBody>(); DelayAddJoints = new List <CCPhysicsJoint>(); DelayRemoveJoints = new List <CCPhysicsJoint>(); Bodies = new List <CCPhysicsBody>(); Joints = new List <CCPhysicsJoint>(); _gravity = new CCPoint(0.0f, -98.0f); _speed = 1.0f; _updateRate = 1; _updateRateCount = 0; _updateTime = 0.0f; Info = null; Scene = null; DelayDirty = false; Info = new CCPhysicsWorldInfo(); Scene = scene; Info.Gravity = PhysicsHelper.CCPointToCpVect(_gravity); var spc = Info.Space; spc.defaultHandler = new cpCollisionHandler() { beginFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionBeginCallbackFunc(a as cpArbiter, s, this), preSolveFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionPreSolveCallbackFunc(a as cpArbiter, s, this), postSolveFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionPostSolveCallbackFunc(a as cpArbiter, s, this), separateFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionSeparateCallbackFunc(a as cpArbiter, s, this) }; }