public World(Vec2 gravity, IWorldPool pool, BroadPhase broadPhase) { this.pool = pool; m_destructionListener = null; m_debugDraw = null; m_bodyList = null; m_jointList = null; m_bodyCount = 0; m_jointCount = 0; m_warmStarting = true; m_continuousPhysics = true; m_subStepping = false; m_stepComplete = true; m_allowSleep = true; m_gravity.set(gravity); m_flags = CLEAR_FORCES; m_inv_dt0 = 0f; m_contactManager = new ContactManager(this, broadPhase); m_profile = new Profile(); m_particleSystem = new ParticleSystem(this); initializeRegisters(); }
public World(Vec2 gravity, IWorldPool pool, BroadPhase broadPhase) { this.pool = pool; m_destructionListener = null; m_debugDraw = null; m_bodyList = null; m_jointList = null; m_bodyCount = 0; m_jointCount = 0; m_warmStarting = true; m_continuousPhysics = true; m_subStepping = false; m_stepComplete = true; m_allowSleep = true; m_gravity.set(gravity); m_flags = CLEAR_FORCES; m_inv_dt0 = 0f; m_contactManager = new ContactManager(this, broadPhase); m_profile = new Profile(); m_particleSystem = new ParticleSystem(this); initializeRegisters(); }
ContactManager manager = new ContactManager(); Object b = null; for (Class<?> clazz : ContactManager.class.getDeclaredClasses()) { if (clazz.getSimpleName().equals("thehandler")){ for (Constructor<?> constructor : clazz.getDeclaredConstructors()) { constructor.setAccessible(true); b=constructor.newInstance(manager); break; } break; } }
ContactManager m = new ContactManager(); JFrame contact = m.new ViewContact();
public World(Vec2 gravity, IWorldPool pool, BroadPhase broadPhase) { this.pool = pool; m_gravity.set(gravity); m_contactManager = new ContactManager(this, broadPhase); particleSystem = new ParticleSystem(this); initializeRegisters(); }
public World(Vec2 gravity, IWorldPool argPool, BroadPhaseStrategy broadPhaseStrategy) { pool = argPool; m_destructionListener = null; m_debugDraw = null; m_bodyList = null; m_jointList = null; m_bodyCount = 0; m_jointCount = 0; m_warmStarting = true; m_continuousPhysics = true; m_subStepping = false; m_stepComplete = true; m_allowSleep = true; m_gravity.set(gravity); m_flags = CLEAR_FORCES; m_inv_dt0 = 0f; m_contactManager = new ContactManager(this, broadPhaseStrategy); m_profile = new Profile(); initializeRegisters(); }
public World(Vec2 gravity, IWorldPool pool, BroadPhase broadPhase) { this.pool = pool; m_destructionListener = null; m_debugDraw = null; m_bodyList = null; m_jointList = null; m_bodyCount = 0; m_jointCount = 0; m_warmStarting = true; m_continuousPhysics = true; m_subStepping = false; m_stepComplete = true; m_allowSleep = true; m_gravity.set(gravity); m_flags = CLEAR_FORCES; m_inv_dt0 = 0f; m_contactManager = new ContactManager(this, broadPhase); m_profile = new Profile(); m_particleSystem = new ParticleSystem(this); initializeRegisters(); }