internal void SynchronizeFixtures()
{
Transform xf1 = pxf;
// xf1.position = m_sweep.c0 - Mul(xf1.R, m_sweep.localCenter);
// xf1.q.set(m_sweep.a0);
// Rot.mulToOutUnsafe(xf1.q, m_sweep.localCenter, xf1.p);
// xf1.p.mulLocal(-1).addLocal(m_sweep.c0);
// inlined:
xf1.Q.Sin = MathUtils.Sin(Sweep.A0);
xf1.Q.Cos = MathUtils.Cos(Sweep.A0);
xf1.P.X = Sweep.C0.X - xf1.Q.Cos * Sweep.LocalCenter.X + xf1.Q.Sin * Sweep.LocalCenter.Y;
xf1.P.Y = Sweep.C0.Y - xf1.Q.Sin * Sweep.LocalCenter.X - xf1.Q.Cos * Sweep.LocalCenter.Y;
// end inline
for (Fixture f = FixtureList; f != null; f = f.Next)
{
f.Synchronize(World.ContactManager.BroadPhase, xf1, Xf);
}
}