/* public static RigidBody PhysicsBodiesVolume(BoundingBox bounds, World physicsEngine) { IEnumerator<RigidBody> rigidBodies = physicsEngine.RigidBodies.GetEnumerator(); while(rigidBodies physicsEngine.RigidBodies.GetEnumerator().Current } */ public static Vector3 SetMass(float mass, Body body, CollisionSkin collision) { PrimitiveProperties primitiveProperties = new PrimitiveProperties(PrimitiveProperties.MassDistributionEnum.Solid, PrimitiveProperties.MassTypeEnum.Density, mass); float junk; Vector3 com; Matrix it, itCoM; collision.GetMassProperties(primitiveProperties, out junk, out com, out it, out itCoM); body.BodyInertia = itCoM; body.Mass = junk; return com; }
private static Vector3 SetMass(float mass, CollisionSkin skin, Body body) { PrimitiveProperties primitiveProperties = new PrimitiveProperties( PrimitiveProperties.MassDistributionEnum.Solid, PrimitiveProperties.MassTypeEnum.Mass, mass); float junk; Vector3 com; Matrix4 it; Matrix4 itCoM; skin.GetMassProperties(primitiveProperties, out junk, out com, out it, out itCoM); body.BodyInertia = itCoM; body.Mass = junk; return com; }