void Reset()
{
PhysicsSimulator.Game = game;
sim = new PhysicsSimulator();
sim.Gravity *= 2.0f;
lb = new LineBrush(game.GraphicsDevice, 1);
poly = new Polygon();
poly.AddVertex(0, 0);
poly.AddVertex(0, 150);
poly.AddVertex(100, 150);
poly.AddVertex(100, 0);/*
* poly.AddVertex(50, 100);
* poly.AddVertex(50, 50);
* poly.AddVertex(100, 50);
* poly.AddVertex(100, 0);*/
poly.Triangulate();
var poly2 = new Polygon();
poly2.AddVertex(0, 500);
poly2.AddVertex(500, 400);
poly2.AddVertex(800, 500);
poly2.AddVertex(800, 600);
poly2.AddVertex(0, 600);
poly2.Triangulate();
var poly3 = new Polygon();
poly3.AddVertex(700, 0);
poly3.AddVertex(800, 0);
poly3.AddVertex(800, 450);
poly3.AddVertex(700, 450);
poly3.Triangulate();
var circle = Polygon.BuildCircle(20, new Vector2(600), 90);
circle.Triangulate();
bodies = new List <Body>();
bodies.Add(new Body(sim, game, poly, 10));
bodies.Add(new Body(sim, game, poly2, 10));
bodies.Add(new Body(sim, game, poly3, 10));
bodies.Add(new Body(sim, game, circle, 10));
//body1.AttachToGravity = false;
bodies[1].IsStatic = true;
bodies[2].IsStatic = true;
bodies[3].IsStatic = true;
//body2.IsFree = true;
palette = new List <Color>();
for (int i = 0; i < 10; i++)
{
palette.Add(GraphicsHelper.GetRandomColor());
}
}