Esempio n. 1
0
	//-------------------------------------------------------------
	//Crea un body estático con un fixture poligonal
	//-------------------------------------------------------------
	b2Body* PhysicManager::CreatePolyStaticBody(b2Vec2 *v, int n){
			
		b2Body* body= CreateDynamicBody();
		b2FixtureDef tri=CreatePolyFixtureDef(v,n,0.0f,0.0f,0.0f);
		body->CreateFixture(&tri);
		return body;
	}
Esempio n. 2
0
	//-------------------------------------------------------------
	//Crea un body dinámico con un fixture poligonal 
	//-------------------------------------------------------------
	b2Body* PhysicManager::CreatePolyDynamicBody(b2Vec2 *v, int n,float density, float friction, float restitution){
			
		b2Body* body= CreateDynamicBody();
		b2FixtureDef tri=CreatePolyFixtureDef(v,n,density,friction,restitution);
		body->CreateFixture(&tri);
		return body;
	}
Esempio n. 3
0
	//-------------------------------------------------------------
	//Crea un body dinámico con un fixture triangular centrado en el origen
	//-------------------------------------------------------------
	b2Body* PhysicManager::CreateTriangularDynamicBody(b2Vec2 center, float h,float density, float friction, float restitution){
			
		b2Body* body= CreateDynamicBody();
		b2FixtureDef tri=CreateTriangularFixtureDef(center,h,density,friction,restitution);
		body->CreateFixture(&tri);
		return body;
	}
Esempio n. 4
0
	//-------------------------------------------------------------
	//Crea un body dinámico con un fixture rectangular centrado en el origen
	//-------------------------------------------------------------
	b2Body* PhysicManager::CreateRectangularDynamicBody(float sizeX, float sizeY, float density, float friction, float restitution){
			
		b2Body* body= CreateDynamicBody();
		b2FixtureDef box=CreateRectangularFixtureDef(sizeX,sizeY,density,friction,restitution);
		body->CreateFixture(&box);
		return body;
	}
Esempio n. 5
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	//-------------------------------------------------------------
	//Crea un body dinámico con un fixture circular centrado en el origen
	//-------------------------------------------------------------
	b2Body* PhysicManager::CreateCircularDynamicBody(float radius, float density, float friction, float restitution){
			
		b2Body* body= CreateDynamicBody();
		b2FixtureDef cir=CreateCircularFixtureDef(radius,density,friction,restitution);
		
		body->CreateFixture(&cir);
		return body;
	}
Esempio n. 6
0
void dgWorld::AddSentinelBody()
{
	dgCollision* const collision = new  (m_allocator) dgCollisionNull (m_allocator, 0x4352fe67);
	dgCollisionInstance* const instance = CreateInstance(collision, 0, dgGetIdentityMatrix());
	collision->Release();
	m_sentinelBody = CreateDynamicBody(instance, dgGetIdentityMatrix());
	instance->Release();
}