public void UpdateBody(VoltBody body) { // Do nothing }
private void FreeBody(VoltBody body) { this.bodyPool.Deallocate(body); }
internal void AssignBody(VoltBody body) { this.Body = body; this.ComputeMetrics(); }
public static bool FilterDynamic(VoltBody body) { return(body.IsStatic); }
public static VoltBodyFilter FilterExcept(VoltBody exception) { return((body) => body != exception); }
public static bool FilterAll(VoltBody body) { return(false); }
public static bool FilterStatic(VoltBody body) { return(body.IsStatic == false); }
public static bool FilterNone(VoltBody body) { return(true); }
private Vector2 RelativeVelocity(VoltBody bodyA, VoltBody bodyB) { return ((bodyA.AngularVelocity * this.toALeft + bodyA.LinearVelocity) - (bodyB.AngularVelocity * this.toBLeft + bodyB.LinearVelocity)); }
public static bool Filter_All(VoltBody body) { return(true); }
public static bool Filter_DynamicOnly(VoltBody body) { return(body.IsStatic == false); }
public static bool Filter_StaticOnly(VoltBody body) { return(body.IsStatic); }