public PhysicsStateManager(Physics physics) { this.curr_time = 0f; this.frequency = 1/15f; this.physics = physics; this.bodies = new Dictionary<Body, PhysicsHistory>(); }
public void Initialize() { device = this.graphics.GraphicsDevice; camera = new Camera(0.1f, 100, 1.2f, WIDTH / (float)HEIGHT); camera.position = new Vector3(0, 0, 0); camera.target = new Vector3(0, 0, 0); trianglebatch = new TriangleBatch(device); linebatch = new LineBatch(device); spritebatch = new SpriteBatch(device); basiceffect = new BasicEffect(device); basiceffect.VertexColorEnabled = true; debugFont = content.Load<SpriteFont>("fonts/debug"); physics = new Physics(); physicsRenderer = new PhysicsRenderer(device); physicsRenderer.SetPhysics(physics); physicsRenderer.SetCamera(camera); physicsStateManager = new PhysicsStateManager(physics); physicsStateManager.SetRecordingFrequency(1 / 15f); AddPhysicsBodies(); }
public void SetPhysics(Physics physics) { this.physics = physics; }