public static BreakableBody CreateBreakableBody(World world, IEnumerable <Shape> shapes, TSVector2 position) { BreakableBody breakableBody = new BreakableBody(shapes, world); breakableBody.MainBody.Position = position; world.AddBreakableBody(breakableBody); return(breakableBody); }
public static BreakableBody CreateBreakableBody(World world, Vertices vertices, FP density, TSVector2 position) { List <Vertices> vertices2 = Triangulate.ConvexPartition(vertices, TriangulationAlgorithm.Earclip, true, FP.EN3); BreakableBody breakableBody = new BreakableBody(vertices2, world, density); breakableBody.MainBody.Position = position; world.AddBreakableBody(breakableBody); return(breakableBody); }
public void RemoveBreakableBody(BreakableBody breakableBody) { Debug.Assert(this.BreakableBodyList.Contains(breakableBody)); this.BreakableBodyList.Remove(breakableBody); }
public void AddBreakableBody(BreakableBody breakableBody) { this.BreakableBodyList.Add(breakableBody); }