/// <summary> /// Creates a gravity controller and adds it to the physics simulator. /// </summary> /// <param name="simulator">the physicsSimulator used by this controller.</param> /// <param name="points">The points you want to generate gravity.</param> /// <param name="strength">the maximum strength of gravity (the gravity strength when two bodies are on the same spot)</param> /// <param name="radius">the maximum distance that can be between 2 bodies before it will stop trying to apply gravity between them.</param> /// <returns></returns> public GravityController CreateGravityController(PhysicsSimulator simulator, List<Vector2> points, float strength, float radius) { GravityController gravityController = new GravityController(simulator, points, strength, radius); simulator.Add(gravityController); return gravityController; }
/// <summary> /// Creates a gravity controller and adds it to the physics simulator. /// </summary> /// <param name="simulator">the physicsSimulator used by this controller.</param> /// <param name="bodies">The bodies you want to generate gravity.</param> /// <param name="strength">the maximum strength of gravity (the gravity strength when two bodies are on the same spot)</param> /// <param name="radius">the maximum distance that can be between 2 bodies before it will stop trying to apply gravity between them.</param> /// <returns></returns> public GravityController CreateGravityController(PhysicsSimulator simulator, List<Body> bodies, float strength, float radius) { GravityController gravityController = new GravityController(simulator, bodies, strength, radius); simulator.Add(gravityController); return gravityController; }