BEPUphysics.EntityStateManagement.InterpolatedStatesManager.Add C# (CSharp) Method

Add() private method

private Add ( Entity e ) : void
e Entity
return void
        internal void Add(Entity e)
        {
            //Don't need to lock since the parent manager handles it.
            if (states.Length <= e.BufferedStates.motionStateIndex)
            {
                var newStates = new RigidTransform[states.Length * 2];
                states.CopyTo(newStates, 0);
                states = newStates;
            }
            states[e.BufferedStates.motionStateIndex].Position = e.position;
            states[e.BufferedStates.motionStateIndex].Orientation = e.orientation;

            if (backBuffer.Length <= e.BufferedStates.motionStateIndex)
            {
                var newStates = new RigidTransform[backBuffer.Length * 2];
                backBuffer.CopyTo(newStates, 0);
                backBuffer = newStates;
            }
            backBuffer[e.BufferedStates.motionStateIndex].Position = e.position;
            backBuffer[e.BufferedStates.motionStateIndex].Orientation = e.orientation;
        }