public static Body CreateCompoundPolygon(World world, List <Vertices> list, FP density, TSVector2 position, object userData = null) { Body body = BodyFactory.CreateBody(world, position); FixtureFactory.AttachCompoundPolygon(list, density, body, userData); return(body); }
public static Body CreateCompoundPolygon(World world, List <Vertices> list, FP density, TSVector2 position, object userData = null) { //We create a single body Body polygonBody = CreateBody(world, position); FixtureFactory.AttachCompoundPolygon(list, density, polygonBody, userData); return(polygonBody); }
public static List <Fixture> AttachSolidArc(FP density, FP radians, int sides, FP radius, TSVector2 position, FP angle, Body body) { Vertices vertices = PolygonTools.CreateArc(radians, sides, radius); vertices.Rotate((MathHelper.Pi - radians) / 2 + angle); vertices.Translate(ref position); vertices.Add(vertices[0]); List <Vertices> list = Triangulate.ConvexPartition(vertices, TriangulationAlgorithm.Earclip, true, FP.EN3); return(FixtureFactory.AttachCompoundPolygon(list, density, body, null)); }