private ShapeInfo PickShape(RigidBody body, Vector2 worldCoord)
{
// Special case for LoopShapes, because they are by definition unpickable
foreach (LoopShapeInfo loop in body.Shapes.OfType<LoopShapeInfo>())
{
for (int i = 0; i < loop.Vertices.Length; i++)
{
Vector2 worldV1 = body.GameObj.Transform.GetWorldPoint(loop.Vertices[i]);
Vector2 worldV2 = body.GameObj.Transform.GetWorldPoint(loop.Vertices[(i + 1) % loop.Vertices.Length]);
float dist = MathF.PointLineDistance(worldCoord.X, worldCoord.Y, worldV1.X, worldV1.Y, worldV2.X, worldV2.Y);
if (dist < 5.0f) return loop;
}
}
// Do a physical picking operation
return body.PickShape(worldCoord);
}