public override bool TestPoint(B2Transform xf, B2Vec2 p)
 {
     return false;
 }
 public override float ComputeSubmergedArea(B2Vec2 normal, float offset, B2Transform xf, out B2Vec2 c)
 {
     c = new B2Vec2(0,0);
     return 0;
 }
 public override bool RayCast(out B2RayCastOutput output, B2RayCastInput input, B2Transform xf)
 {
     output = new B2RayCastOutput();
     return false;
 }
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        {
            return false;
        }

        /// <summary>
        /// You can disable sleeping on this body.
        /// </summary>
        /// <param name="flag"></param>
        public void SetSleepingAllowed(bool flag)
        {
        }

        public void SetStatic()
 public override void ComputeAABB(out B2AABB aabb, B2Transform xf)
 {
     aabb = new B2AABB();
 }
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 /// <summary>
 // Real-time Collision Detection.
 /// </summary>
 public abstract bool RayCast(out B2RayCastOutput output, B2RayCastInput input, B2Transform xf);
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 /// <summary>
 /// Test a point for containment in this shape. This only works for convex shapes.
 /// </summary>
 /// <param name="xf">The shape world transform.</param>
 /// <param name="p">A point in world coordinates.</param>
 /// <returns></returns>
 public abstract bool TestPoint(B2Transform xf, B2Vec2 p);
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 /// <summary>
 /// Compute the volume and centroid of this shape intersected with a half plane.
 /// </summary>
 /// <param name="normal">Normal the surface normal.</param>
 /// <param name="offset">Offset the surface offset along normal.</param>
 /// <param name="xf">The shape transform.</param>
 /// <param name="c">Returns the centroid.</param>
 /// <returns>The total volume less than offset along normal.</returns>
 public abstract float ComputeSubmergedArea(B2Vec2 normal, float offset, B2Transform xf, out B2Vec2 c);
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 /// <summary>
 /// Given a transform, compute the associated axis aligned bounding box for this shape.
 /// </summary>
 /// <param name="aabb">Returns the axis aligned box.</param>
 /// <param name="xf">The world transform of the shape.</param>
 public abstract void ComputeAABB(out B2AABB aabb, B2Transform xf);
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 /// <summary>
 /// Test for overlap.
 /// </summary>
 public static bool TestOverlap(B2Shape shape1, B2Transform xf1, B2Shape shape2, B2Transform xf2 )
 {
     return false;
 }
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 public void Create(B2Body body, B2Transform xf, B2FixtureDef def)
 {
 }
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 /// Query the world for all shapes that potentially overlap the
 /// provided shape.
 public int QueryShape(Action callback, B2Shape shape, B2Transform xform)
 {
     return 0;
 }