/// <summary>Creates a circle with the specified parameters.</summary> /// <param name="manager">The manager to create the object in.</param> /// <param name="radius">The radius of the circle.</param> /// <param name="worldAngle">The initial world angle of the body.</param> /// <param name="type">The type of the body.</param> /// <param name="fixedRotation"> /// if set to <c>true</c> the rotation of the body is fixed to its initial value. /// </param> /// <param name="isBullet"> /// if set to <c>true</c> enables continuous collision with other dynamic bodies. /// </param> /// <param name="allowSleep"> /// if set to <c>true</c> allows the object to sleep when it is not moving (for improved performance). /// </param> /// <param name="density">The density of the fixture.</param> /// <param name="friction">The friction of the fixture.</param> /// <param name="restitution">The restitution of the fixture.</param> /// <param name="isSensor"> /// if set to <c>true</c> the created fixture is marked as a sensor (i.e. it will fire collision events but the /// collision will not be handled by the solver). /// </param> /// <param name="collisionCategory">The collision groups for the fixture.</param> /// <param name="collisionMask">The collision groups to collide with.</param> /// <returns>The created body.</returns> public static CircleFixture AddCircle( this IManager manager, float radius, float worldAngle = 0, Body.BodyType type = Body.BodyType.Static, bool fixedRotation = false, bool isBullet = false, bool allowSleep = true, float density = 0, float friction = 0.2f, float restitution = 0, bool isSensor = false, uint collisionCategory = 1, uint collisionMask = 0xFFFFFFFF) { return(manager.AddCircle( LocalPoint.Zero, radius, WorldPoint.Zero, worldAngle, type, fixedRotation, isBullet, allowSleep, density, friction, restitution, isSensor, collisionCategory, collisionMask)); }