public static List<RigidBody> QueryRectGlobal(Vector2 worldCoord, Vector2 size)
{
List<RigidBody> bodies = new List<RigidBody>();
Vector2 fsWorldCoord = PhysicsConvert.ToPhysicalUnit(worldCoord);
FarseerPhysics.Collision.AABB fsWorldAABB = new FarseerPhysics.Collision.AABB(fsWorldCoord, PhysicsConvert.ToPhysicalUnit(size.X), PhysicsConvert.ToPhysicalUnit(size.Y));
Scene.PhysicsWorld.QueryAABB(fixture =>
{
ShapeInfo shape = fixture.UserData as ShapeInfo;
if (shape != null && shape.Parent != null && shape.Parent.Active)
bodies.Add(shape.Parent);
return true;
},
ref fsWorldAABB);
return bodies;
}