internal void Enable()
{
//Turn everything on.
lock (FlipLocker)
{
int initialCount = Math.Max(manager.entities.Count, 64);
backBuffer = new MotionState[initialCount];
frontBuffer = new MotionState[initialCount];
for (int i = 0; i < manager.entities.Count; i++)
{
Entity entity = manager.entities[i];
backBuffer[i].Position = entity.position;
backBuffer[i].Orientation = entity.orientation;
backBuffer[i].LinearVelocity = entity.linearVelocity;
backBuffer[i].AngularVelocity = entity.angularVelocity;
}
Array.Copy(backBuffer, frontBuffer, backBuffer.Length);
}
}