public Body(World world, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, object userdata = null) { fixtureList = new List <Fixture>(); bodyId = _bodyIdCounter++; _world = world; _enabled = true; _awake = true; _sleepingAllowed = true; userData = userdata; gravityScale = 1.0f; this.bodyType = bodyType; _xf.q.Set(rotation); //FPE: optimization if (position != Vector2.Zero) { _xf.p = position; _sweep.C0 = _xf.p; _sweep.C = _xf.p; } //FPE: optimization if (rotation != 0) { _sweep.A0 = rotation; _sweep.A = rotation; } world.addBody(this); //FPE note: bodies can't live without a World }
public Body( World world, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, object userdata = null ) { fixtureList = new List<Fixture>(); bodyId = _bodyIdCounter++; _world = world; _enabled = true; _awake = true; _sleepingAllowed = true; userData = userdata; gravityScale = 1.0f; this.bodyType = bodyType; _xf.q.Set( rotation ); //FPE: optimization if( position != Vector2.Zero ) { _xf.p = position; _sweep.C0 = _xf.p; _sweep.C = _xf.p; } //FPE: optimization if( rotation != 0 ) { _sweep.A0 = rotation; _sweep.A = rotation; } world.addBody( this ); //FPE note: bodies can't live without a World }