SubdivideEvenly: bug?

Hi! Calling EvenlyDistributeShapesAlongPath with "copies" always returns me a path with one copy less than the specified number. Also, the path is not created between the two specified points in ...

Id #35260 | Release: None | Updated: May 29 at 11:44 AM by KakCAT | Created: May 29 at 11:44 AM by KakCAT

Problem in Contact

i have a problem in contact class when a collision Occur i change a body type from kinematic to dynamic and this change cause a null problem. i add a line in contact to resolve this but i dont now ...

Id #35013 | Release: None | Updated: Mar 3 at 5:38 PM by sajjadgame | Created: Mar 3 at 5:38 PM by sajjadgame

Allow setting Body.Enabled to false in OnCollisionEventHandler for that body

I think it's reasonable to expect a user to want to disable a body in the collision event handler. Previously I was removing all unused bodies from the world but I read in these forums it was bette...

Id #34949 | Release: None | Updated: Feb 1 at 4:56 PM by Aranda | Created: Feb 1 at 4:56 PM by Aranda

body.DeepClone does not copy event listeners or assign an ID when graduating from bodyAdded

When I call DeepClone on a Body, I'm expecting to see the OnCollisionEventHandler (as well as for separation) copied in the clone process, but they are not. In addition, any body copied in this wa...

Id #34725 | Release: None | Updated: Dec 8, 2013 at 10:00 PM by danielcrenna | Created: Dec 8, 2013 at 10:00 PM by danielcrenna

ResetMassData in DestroyFixture()

I've run into a bit of unexpected behavior when using Body.DestroyFixture(). For this particular instance, I'm calculating my own mass and inertia for my body, rather than letting the engine autoca...

Id #34560 | Release: None | Updated: Oct 15, 2013 at 12:15 AM by RayBatts | Created: Oct 15, 2013 at 12:00 AM by RayBatts

Collisions in 3.5

I'm curious how collisions (and possibly restitution) have changed in Farseer Physics 3.5. I tried switching to 3.5 in my XNA project (upgrading from an unmodified 3.3.1), and the collision physics...

Id #34553 | Release: Farseer Physics Engine 3.5 | Updated: Sep 8 at 4:00 PM by genbox | Created: Oct 12, 2013 at 4:09 PM by genbox

BayazitDecomposer and EarclipDecomposer as public

BayazitDecomposer and EarclipDecomposer as public classes instead of internal. Used in some examples etc. for creating Texture from vertices.

Id #34443 | Release: None | Updated: Sep 22, 2013 at 7:09 AM by RaymondEllis | Created: Sep 5, 2013 at 7:00 PM by cougario

Bug in QuadTree.RayCast

This code throws an exception under certain circumstances; if (IsPartitioned) foreach (QuadTree<T> st in qt.SubTrees) stack.Push(st); because qt isn't part...

Id #34430 | Release: None | Updated: Sep 1, 2013 at 8:12 AM by mfagerlund | Created: Sep 1, 2013 at 8:12 AM by mfagerlund

Static bodies may fall asleep regardless of SleepingAllowed = false

Setting SleepingAllowed = false (which clears the BodyFlags.AutoSleep flag from Body.Flags) has no effect if the body is static. The reason is that the AutoSleep flag is checked in Island.Solve whi...

Id #32774 | Release: None | Updated: Feb 22, 2013 at 1:02 AM by genbox | Created: May 26, 2012 at 6:15 PM by vvnurmi

Garbage Generated In Potential Frequently-Called Methods

Garbage is generated from the anonymous delegates used in the World.QueryAABB, World.Raycast, World.TestPoint and World.TestAll methods. These methods may be called many times per frame as part of ...

Id #31625 | Release: None | Updated: Tue at 9:10 PM by nkast | Created: Oct 22, 2011 at 3:40 PM by mmsbludhound