Пример #1
0
        /// <summary>
        /// Creates a fixture and attach it to this body. Use this function if you need
        /// to set some fixture parameters, like friction. Otherwise you can create the
        /// fixture directly from a shape.
        /// If the density is non-zero, this function automatically updates the mass of the body.
        /// Contacts are not created until the next time step.
        /// @warning This function is locked during callbacks.
        /// </summary>
        /// <param name="def">the fixture definition.</param>
        /// <returns></returns>
        public Fixture CreateFixture(FixtureDef def)
        {
            Debug.Assert(_world.IsLocked == false);
            if (_world.IsLocked == true)
            {
                return null;
            }

            Fixture fixture = new Fixture();
            fixture.Create(this, def);

            if ((_flags & BodyFlags.Active) == BodyFlags.Active)
            {
                BroadPhase broadPhase = _world._contactManager._broadPhase;
                fixture.CreateProxy(broadPhase, ref _xf);
            }

            fixture._next = _fixtureList;
            _fixtureList = fixture;
            ++_fixtureCount;

            fixture._body = this;

            // Adjust mass properties if needed.
            if (fixture._density > 0.0f)
            {
                ResetMassData();
            }

            // Let the world know we have a new fixture. This will cause new contacts
            // to be created at the beginning of the next time step.
            _world._flags |= WorldFlags.NewFixture;

            return fixture;
        }