private void Activate() { if (!holdBody.IsValid()) { holdBody = PhysicsWorld.AddBody(); holdBody.BodyType = PhysicsBodyType.Keyframed; } }
public Body(PhysicsWorld world, Vector2?position = null, float rotation = 0, object userdata = null) { FixtureList = new List <Fixture>(); BodyId = _bodyIdCounter++; _world = world; UserData = userdata; GravityScale = 1.0f; BodyType = BodyType.Static; Enabled = true; //FPE note: Also creates proxies in the broadphase _xf.q.Set(rotation); if (position.HasValue) { _xf.p = position.Value; _sweep.C0 = _xf.p; _sweep.C = _xf.p; _sweep.A0 = rotation; _sweep.A = rotation; } world.AddBody(this); //FPE note: bodies can't live without a World }