private void initDynamicMesh(MeshDynamicPhysicsElement el) { el.InitDynamic(Engine.Scene); el.Move(Root, el.World); dynamicElements.Add(el); }
public MeshDynamicPhysicsElement CreateDynamicElement(IMesh mesh, Matrix world) { if (mesh == null) { throw new ArgumentNullException("mesh"); } var el = new MeshDynamicPhysicsElement(mesh, world, actorBuilder); /*if (game == null) * { * unitializedElementsDynamic.Add(el); * } * else * {*/ initDynamicMesh(el); //} return(el); }
public void DeleteDynamicElement(MeshDynamicPhysicsElement el) { unitializedElementsDynamic.Remove(el); dynamicElements.Remove(el); el.disposeInternal(); }