void le::Body::CreateCircleShape( float Radius, Vector2f Center ) { if ( body != NULL ) { CircleShape* Circle = new CircleShape( Radius, Center ); Circle->SetPropirtes( fDensity, fRestitution, fFriction ); Circle->SetFixture( body->CreateFixture( &Circle->GetFixtureDef() ) ); body->GetFixtureList()->SetFilterData( *Filter ); vCircle.push_back( Circle ); } }
void le::Body::SetPropirtes( float Density, float Restitution, float Friction ) { for ( int i = 0; i < vShape.size(); i++) { PolygonShape* Shape = vShape[ i ]; Shape->SetPropirtes( Density, Restitution, Friction ); } for ( int i = 0; i < vCircle.size(); i++) { CircleShape* Circle = vCircle[ i ]; Circle->SetPropirtes( Density, Restitution, Friction ); } fDensity = Density; fRestitution = Restitution; fFriction = Friction; }