Box2D.Dynamics.Fixture.CreateProxies C# (CSharp) Method

CreateProxies() public method

public CreateProxies ( BroadPhase broadPhase, Transform xf ) : void
broadPhase Box2D.Collision.Broadphase.BroadPhase
xf Box2D.Common.Transform
return void
        public void CreateProxies(BroadPhase broadPhase, Transform xf)
        {
            Debug.Assert(ProxyCount == 0);

            // Create proxies in the broad-phase.
            ProxyCount = Shape.ChildCount;

            for (int i = 0; i < ProxyCount; ++i)
            {
                FixtureProxy proxy = Proxies[i];
                Shape.ComputeAABB(proxy.AABB, xf, i);
                proxy.ProxyId = broadPhase.CreateProxy(proxy.AABB, proxy);
                proxy.Fixture = this;
                proxy.ChildIndex = i;
            }
        }

Usage Example

Esempio n. 1
0
        // TODO djm: check out about this new fixture here
        /// <summary>
        /// Creates a fixture and attach it to this body. Use this function if you need to set some fixture
        /// parameters, like friction. Otherwise you can create the fixture directly from a shape. If the
        /// density is non-zero, this function automatically updates the mass of the body. Contacts are not
        /// created until the next time step.
        /// </summary>
        /// <param name="def">the fixture definition.</param>
        /// <warning>This function is locked during callbacks.</warning>
        public Fixture CreateFixture(FixtureDef def)
        {
            Debug.Assert(World.Locked == false);

            if (World.Locked == true)
            {
                return(null);
            }

            // djm TODO from pool?
            Fixture fixture = new Fixture();

            fixture.Create(this, def);

            if ((Flags & TypeFlags.Active) == TypeFlags.Active)
            {
                BroadPhase broadPhase = World.ContactManager.BroadPhase;
                fixture.CreateProxies(broadPhase, Xf);
            }

            fixture.Next = FixtureList;
            FixtureList  = fixture;
            ++FixtureCount;

            fixture.Body = this;

            // Adjust mass properties if needed.
            if (fixture.Density > 0.0f)
            {
                ResetMassData();
            }

            // Let the world know we have a new fixture. This will cause new contacts
            // to be created at the beginning of the next time step.
            World.Flags |= World.NEW_FIXTURE;

            return(fixture);
        }
All Usage Examples Of Box2D.Dynamics.Fixture::CreateProxies