/// <summary> /// Creates a breakable body. You would want to remove collinear points before using this. /// </summary> /// <param name="world">The world.</param> /// <param name="vertices">The vertices.</param> /// <param name="density">The density.</param> /// <param name="position">The position.</param> /// <returns></returns> public static PhysicsBreakableBody CreateBreakableBody(PhysicsWorld world, Vertices vertices, float density, Vector2 position, object userData) { List<Vertices> triangles = EarclipDecomposer.ConvexPartition(vertices); PhysicsBreakableBody breakableBody = new PhysicsBreakableBody(triangles, world, density, userData); breakableBody.MainBody.Position = position; world.AddBreakableBody(breakableBody); return breakableBody; }
public void RemoveBreakableBody(PhysicsBreakableBody breakableBody) { //The breakable body list does not contain the body you tried to remove. Debug.Assert(BreakableBodyList.Contains(breakableBody)); BreakableBodyList.Remove(breakableBody); }
public void AddBreakableBody(PhysicsBreakableBody breakableBody) { BreakableBodyList.Add(breakableBody); }