Exemple #1
0
        #region Fields

        public const short b2_dynamicBody = 2;
 ///// <summary>
 ///// Register a destruction listener.
 ///// </summary>
 ///// <param name="listener"></param>
 //public void SetDestructionListener(DestructionListener listener)
 //{
 //}
 ///// <summary>
 ///// Register a broad-phase boundary listener.
 ///// </summary>
 ///// <param name="listener"></param>
 //public void SetBoundaryListener(BoundaryListener listener)
 //{
 //}
 ///// <summary>
 ///// Register a contact filter to provide specific control over collision.
 ///// Otherwise the default filter is used (b2_defaultFilter).
 ///// </summary>
 ///// <param name="filter"></param>
 //public void SetContactFilter(ContactFilter filter)
 //{
 //}
 ///// <summary>
 ///// Register a contact event listener
 ///// </summary>
 ///// <param name="listener"></param>
 //public void SetContactListener(ContactListener listener)
 //{
 //}
 ///// <summary>
 ///// Register a routine for debug drawing. The debug draw functions are called
 ///// inside the World.Step method, so make sure your renderer is ready to
 ///// consume draw commands when you call Step().
 ///// </summary>
 ///// <param name="debugDraw"></param>
 //public void SetDebugDraw(DebugDraw debugDraw)
 //{
 //}
 /// <summary>
 /// Create a rigid body given a definition. No reference to the definition
 /// is retained.
 /// @warning This function is locked during callbacks.
 /// </summary>
 /// <param name="def"></param>
 /// <returns></returns>
 public B2Body CreateBody(B2BodyDef def)
 {
     return null;
 }