public static PhysicsObject CreateStaticBox(Vec2 start, Vec2 end, bool locked, aShader shader, float mass) { var oAabb = new AABB { Min = new Vec2 { X = start.X, Y = start.Y }, Max = new Vec2 { X = end.X, Y = end.Y } }; PhysMath.CorrectBoundingBox(ref oAabb); var obj = new PhysicsObject(oAabb, PhysicsObject.Type.Box, .95F, locked, shader, mass); ListStaticObjects.Add(obj); return(obj); }
public static PhysicsObject CreateStaticCircle(Vec2 loc, int radius, float restitution, bool locked, aShader shader) { var oAabb = new AABB { Min = new Vec2 { X = loc.X - radius, Y = loc.Y - radius }, Max = new Vec2 { X = loc.X + radius, Y = loc.Y + radius } }; PhysMath.CorrectBoundingBox(ref oAabb); var obj = new PhysicsObject(oAabb, PhysicsObject.Type.Circle, restitution, locked, shader); ListStaticObjects.Add(obj); return(obj); }