Default Constructor for Body

Provide default constructor for Body. It's necessary for serialization, reusing objects, etc. This will enable to create a body and add it manually to a World. The constructor that takes a world...

Id #35647 | Release: None | Updated: Oct 28 at 8:05 PM by nkast | Created: Oct 28 at 8:05 PM by nkast

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