#region Fields public const short b2_dynamicBody = 2;
///// <summary> ///// Register a destruction listener. ///// </summary> ///// <param name="listener"></param> //public void SetDestructionListener(DestructionListener listener) //{ //} ///// <summary> ///// Register a broad-phase boundary listener. ///// </summary> ///// <param name="listener"></param> //public void SetBoundaryListener(BoundaryListener listener) //{ //} ///// <summary> ///// Register a contact filter to provide specific control over collision. ///// Otherwise the default filter is used (b2_defaultFilter). ///// </summary> ///// <param name="filter"></param> //public void SetContactFilter(ContactFilter filter) //{ //} ///// <summary> ///// Register a contact event listener ///// </summary> ///// <param name="listener"></param> //public void SetContactListener(ContactListener listener) //{ //} ///// <summary> ///// Register a routine for debug drawing. The debug draw functions are called ///// inside the World.Step method, so make sure your renderer is ready to ///// consume draw commands when you call Step(). ///// </summary> ///// <param name="debugDraw"></param> //public void SetDebugDraw(DebugDraw debugDraw) //{ //} /// <summary> /// Create a rigid body given a definition. No reference to the definition /// is retained. /// @warning This function is locked during callbacks. /// </summary> /// <param name="def"></param> /// <returns></returns> public B2Body CreateBody(B2BodyDef def) { return null; }