public override bool TestPoint(B2Transform xf, B2Vec2 p) { return false; }
public override float ComputeSubmergedArea(B2Vec2 normal, float offset, B2Transform xf, out B2Vec2 c) { c = new B2Vec2(0,0); return 0; }
public override bool RayCast(out B2RayCastOutput output, B2RayCastInput input, B2Transform xf) { output = new B2RayCastOutput(); return false; }
{ return false; } /// <summary> /// You can disable sleeping on this body. /// </summary> /// <param name="flag"></param> public void SetSleepingAllowed(bool flag) { } public void SetStatic()
public override void ComputeAABB(out B2AABB aabb, B2Transform xf) { aabb = new B2AABB(); }
/// <summary> // Real-time Collision Detection. /// </summary> public abstract bool RayCast(out B2RayCastOutput output, B2RayCastInput input, B2Transform xf);
/// <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);
/// <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);
/// <summary> /// Given a transform, compute the associated axis aligned bounding box for this shape. /// </summary> /// <param name="aabb">Returns the axis aligned box.</param> /// <param name="xf">The world transform of the shape.</param> public abstract void ComputeAABB(out B2AABB aabb, B2Transform xf);
/// <summary> /// Test for overlap. /// </summary> public static bool TestOverlap(B2Shape shape1, B2Transform xf1, B2Shape shape2, B2Transform xf2 ) { return false; }
public void Create(B2Body body, B2Transform xf, B2FixtureDef def) { }
/// Query the world for all shapes that potentially overlap the /// provided shape. public int QueryShape(Action callback, B2Shape shape, B2Transform xform) { return 0; }