public static AttachCircle ( float radius, float density, |
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radius | float | |
density | float | |
body | ||
offset | Vector2 | |
userData | object | |
return |
public static Body CreateCircle(World world, float radius, float density, Vector2 position, object userData = null) { Body body = CreateBody(world, position); FixtureFactory.AttachCircle(radius, density, body, userData); return(body); }
public static Body CreateCircle(World world, float radius, float density, Vector2 position = new Vector2(), BodyType bodyType = BodyType.Static, object userData = null) { var body = CreateBody(world, position, 0, bodyType); FixtureFactory.AttachCircle(radius, density, body, userData); return(body); }
public static Body CreateCircle(World world, float radius, float density, Vector2 position, PressPlay.FFWD.Components.Collider userData) { Body body = CreateBody(world, position); FixtureFactory.AttachCircle(radius, density, body, userData); return(body); }
public static Body CreateCapsule(World world, float height, float endRadius, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, object userData = null) { //Create the middle rectangle var rectangle = PolygonTools.CreateRectangle(endRadius, height / 2); var list = new List <Vertices>(); list.Add(rectangle); var body = CreateCompoundPolygon(world, list, density, position, rotation, bodyType, userData); //Create the two circles FixtureFactory.AttachCircle(endRadius, density, body, new Vector2(0, height / 2)); FixtureFactory.AttachCircle(endRadius, density, body, new Vector2(0, -(height / 2))); return(body); }