public PhysicsBody(ColliderParams colliderParams, Vector2 position) { float radius = ConvertUnits.ToSimUnits(colliderParams.Radius) * colliderParams.Ragdoll.LimbScale; float height = ConvertUnits.ToSimUnits(colliderParams.Height) * colliderParams.Ragdoll.LimbScale; float width = ConvertUnits.ToSimUnits(colliderParams.Width) * colliderParams.Ragdoll.LimbScale; density = 10; CreateBody(width, height, radius, density); body.BodyType = BodyType.Dynamic; body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel; body.CollisionCategories = Physics.CollisionCharacter; body.AngularDamping = 5.0f; body.FixedRotation = true; body.Friction = 0.05f; body.Restitution = 0.05f; SetTransformIgnoreContacts(position, 0.0f); LastSentPosition = position; list.Add(this); }
public PhysicsBody(ColliderParams cParams) : this(cParams, Vector2.Zero) { }