public static BreakableBody CreateBreakableBody(World world, IEnumerable <Shape> shapes, FPVector2 position) { BreakableBody breakableBody = new BreakableBody(shapes, world); breakableBody.MainBody.Position = position; world.AddBreakableBody(breakableBody); return(breakableBody); }
/// <summary> /// Creates a breakable body. You would want to remove collinear points before using this. /// </summary> /// <param name="world">The world.</param> /// <param name="vertices">The vertices.</param> /// <param name="density">The density.</param> /// <param name="position">The position.</param> /// <returns></returns> public static BreakableBody CreateBreakableBody(World world, Vertices vertices, FP density, FPVector2 position) { List <Vertices> triangles = Triangulate.ConvexPartition(vertices, TriangulationAlgorithm.Earclip, true, FP.EN3); BreakableBody breakableBody = new BreakableBody(triangles, world, density); breakableBody.MainBody.Position = position; world.AddBreakableBody(breakableBody); return(breakableBody); }