Пример #1
0
 /// <summary>
 /// Performs a raycast as with Raycast, finding the first intersecting shape.
 /// </summary>
 /// <returns>Returns the colliding shape shape, or null if not found.</returns>
 public B2Fixture RaycastOne(B2Vec2 point1, B2Vec2 point2)
 {
     return null;
 }
Пример #2
0
 public static B2PolygonShape AsEdge(B2Vec2 v1, B2Vec2 v2)
 {
     return null;
 }
Пример #3
0
 /// <summary>
 /// Build vertices to represent a vector.
 /// </summary>
 public static B2PolygonShape AsVector(B2Vec2[] vertices, int count)
 {
     return null;
 }
Пример #4
0
 public void SetAsEdge(B2Vec2 v1, B2Vec2 v2)
 {
 }
Пример #5
0
 /// <summary>
 /// Build vertices to represent a vector.
 /// </summary>
 public void SetAsVector(B2Vec2[] vertices, int count)
 {
 }
Пример #6
0
        #endregion Constructors

        #region Methods

        /// <summary>
        /// Apply a force at a world point. If the force is not
        /// applied at the center of mass, it will generate a torque and
        /// affect the angular velocity. This wakes up the body.
        /// </summary>
Пример #7
0
 public override float ComputeSubmergedArea(B2Vec2 normal, float offset, B2Transform xf, out B2Vec2 c)
 {
     c = new B2Vec2(0,0);
     return 0;
 }
Пример #8
0
 /// <summary>
 /// Test a point for containment in this shape. This only works for convex shapes.
 /// </summary>
 /// <param name="xf">The shape world transform.</param>
 /// <param name="p">A point in world coordinates.</param>
 /// <returns></returns>
 public abstract bool TestPoint(B2Transform xf, B2Vec2 p);
Пример #9
0
        }

        public float GetLinearDamping()
        {
            return 0;
        }

        /// <summary>
        /// Get the linear velocity of the center of mass.
Пример #10
0
 /// <summary>
 /// Set this based on the position vector and a rotation matrix.
 /// </summary>
 /// <param name="position"></param>
 /// <param name="R"></param>
 public void Initialize(B2Vec2 position, B2Mat22 rotation)
 {
 }
Пример #11
0
 /// <summary>
 /// Compute the volume and centroid of this shape intersected with a half plane.
 /// </summary>
 /// <param name="normal">Normal the surface normal.</param>
 /// <param name="offset">Offset the surface offset along normal.</param>
 /// <param name="xf">The shape transform.</param>
 /// <param name="c">Returns the centroid.</param>
 /// <returns>The total volume less than offset along normal.</returns>
 public abstract float ComputeSubmergedArea(B2Vec2 normal, float offset, B2Transform xf, out B2Vec2 c);
Пример #12
0
 /// <summary>
 /// Construct using a position vector and a rotation matrix.
 /// </summary>
 /// <param name="position"></param>
 /// <param name="R"></param>
 public B2Transform(B2Vec2 position, B2Mat22 rotation)
 {
 }
Пример #13
0
 /// <summary>
 /// Test a point for containment in this fixture. This only works for convex shapes.
 /// </summary>
 public bool TestPoint(B2Vec2 p)
 {
     return false;
 }
Пример #14
0
 /// <summary>
 /// Construct a world object.
 /// </summary>
 /// <param name="gravity">The world gravity vector.</param>
 /// <param name="doSleep">Improve performance by not simulating inactive bodies.</param>
 public B2World(B2Vec2 gravity, bool doSleep)
 {
 }
Пример #15
0
        /// Compute the mass properties from the attached shapes. You typically call this
        /// after adding all the shapes. If you add or remove shapes later, you may want
        /// to call this again. Note that this changes the center of mass position.
        /// </summary>
        public void SetMassFromShapes()
        {
        }

        /// <summary>
        /// Set the world body origin position.
        /// </summary>
        /// <param name="position">The new position of the body.</param>
        public void SetPosition(B2Vec2 position)
Пример #16
0
        /// <returns>Return the linear velocity of the center of mass.</returns>
        public B2Vec2 GetLinearVelocity()
        {
            return null;
        }

        /// <summary>
        /// Get the world velocity of a local point.
        /// </summary>
Пример #17
0
        public const short e_bulletFlag = 0x0008;
        public const short e_fixedRotationFlag = 0x0010;
        public const short e_islandFlag = 0x0001;

        #endregion Fields

        #region Constructors

        internal B2Body(B2BodyDef bd, B2World world)
        {
Пример #18
0
        /// <param name="worldPoint">A point in world coordinates.</param>
        /// <returns>The world velocity of a point.</returns>
        public B2Vec2 GetLinearVelocityFromWorldPoint(B2Vec2 worldPoint)
        {
            return null;
        }

        /// <summary>
        /// Get the local position of the center of mass.
Пример #19
0
 public void SetLocalPosition(B2Vec2 p)
 {
 }
Пример #20
0
        /// <returns></returns>
        public B2Vec2 GetLocalCenter()
        {
            return null;
        }

        /// <summary>
        /// Gets a local point relative to the body's origin given a world point.
        /// </summary>
Пример #21
0
 /// <summary>
 /// Copy vertices. This assumes the vertices define a convex polygon.
 /// It is assumed that the exterior is the the right of each edge.
 /// </summary>
 public void SetAsArray(B2Vec2[] vertices, int count)
 {
 }
Пример #22
0
        /// </summary>
        /// <returns></returns>
        public B2World GetWorld()
        {
            return null;
        }

        /// <summary>
        /// Get the world position of the center of a.
Пример #23
0
 /// <summary>
 /// Build vertices to represent an oriented box.
 /// </summary>
 /// <param name="hx">The half-width</param>
 /// <param name="hy">The half-height.</param>
 /// <param name="center">The center.</param>
 /// <param name="angle">The angle in radians.</param>
 public void SetAsOrientedBox(float hx, float hy, B2Vec2 center, float angle)
 {
 }
Пример #24
0
        /// <returns></returns>
        public B2Vec2 GetWorldCenter()
        {
            return null;
        }

        /// <summary>
        /// Get the world coordinates of a point given the local coordinates.
        /// </summary>
Пример #25
0
 public override bool TestPoint(B2Transform xf, B2Vec2 p)
 {
     return false;
 }
Пример #26
0
 /// <summary>
 /// Should this body be treated like a bullet for continuous collision detection?
 /// </summary>
 /// <param name="flag"></param>
 public void SetBullet(bool flag)
 {
 }
Пример #27
0
 /// <summary>
 /// Build vertices to represent an oriented box.
 /// </summary>
 /// <param name="hx">The half-width</param>
 /// <param name="hy">The half-height.</param>
 /// <param name="center">The center.</param>
 /// <param name="angle">The angle in radians.</param>
 public static B2PolygonShape AsOrientedBox(float hx, float hy, B2Vec2 center, float angle)
 {
     return null;
 }
Пример #28
0
        /// The inertia tensor is assumed to be relative to the center of mass.
        /// </summary>
        /// <param name="massData">The mass properties.</param>
        public void SetMass(B2MassData massData)
        {
        }
Пример #29
0
 public static B2Vec2 ComputeCentroid(B2Vec2[] vs, int count)
 {
     return null;
 }
Пример #30
0
 /// <summary>
 /// Query the world for all shapes that intersect a given segment. You provide a shap
 /// pointer buffer of specified size. The number of shapes found is returned, and the buffer
 /// is filled in order of intersection.
 /// </summary>
 public int Raycast(Action callback, B2Vec2 point1, B2Vec2 point2)
 {
     return 0;
 }