public void Remove(PhysicsColliderNode physicsColliderNode) { if (physicsColliderNode.IsActive) { B2World.DestroyBody(physicsColliderNode.B2Body); } physicsCollider.Remove(physicsColliderNode); }
public bool GetIsCollided(PhysicsColliderNode shape1, PhysicsColliderNode shape2, out List <Vector2F> points) { points = new List <Vector2F>(); Body shape1B2Body = null, shape2B2Body = null; shape1B2Body = shape1.B2Body; shape2B2Body = shape2.B2Body; foreach (var item in collisionController.CollisionShapes) { if ((item.BodyA == shape1B2Body && item.BodyB == shape2B2Body) || (item.BodyB == shape1B2Body && item.BodyA == shape2B2Body)) { points = item.Points; return(true); } } return(false); }
public void Add(PhysicsColliderNode physicsColliderNode) { physicsCollider.Add(physicsColliderNode); }