Looks after (but doesn't own) a collection of bodies and runs
their updates. Doesn't deal with collision detection - it will
get passes a collision detector to do that.
In the vast majority of cases there will be only one physics system,
and it is consequently very annoying if every object has to keep
track of which physics system it's associated with. Therefore,
PhysicsSystem supports a "singleton" style use, but it also lets
the user change the "current" physics system (bad things will
happen if you set it to zero whilst there are still physical objects!).
If you want more than one physics system, then in your update loop set
the physics system to the first one, run physics, then set it to
the second one etc.
Note that the physics system constructor and destructor will set the
current physics system variable, so under normal circumstances you don't
need to worry about this.
Namespace: JigLibX.PhysicsAssembly: JigLibX (in JigLibX.dll) Version: 0.3.1.0
Syntax
C# |
---|
public class PhysicsSystem |
Visual Basic |
---|
Public Class PhysicsSystem |
Visual C++ |
---|
public ref class PhysicsSystem |
Inheritance Hierarchy
See Also