internal bool SynchronizeFixtures()
{
Transform xf1;
xf1.rotation = Box2DX.Common.Math.AngleToRotation(_sweep.A0);
//xf1.R = new Mat22(_sweep.A0);
xf1.position = _sweep.C0 - xf1.TransformDirection(_sweep.LocalCenter);
bool inRange = true;
for (Fixture f = _fixtureList; f != null; f = f.Next)
{
inRange = f.Synchronize(_world._broadPhase, xf1, _xf);
if (inRange == false)
{
break;
}
}
if (inRange == false)
{
_flags |= BodyFlags.Frozen;
_linearVelocity = Vector2.zero;
_angularVelocity = 0.0f;
// Failure
return false;
}
// Success
return true;
}