Add World.UserData property, same as Body.UserData.
Also, consider rename those to .Tag as it is common to C# projects.
Id #35773 | Release:
| Updated: Dec 28, 2014 at 3:02 PM by nkast | Created: Dec 28, 2014 at 3:02 PM by nkast
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:
| Updated: Oct 28, 2014 at 9:05 PM by nkast | Created: Oct 28, 2014 at 9:05 PM by nkast
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:
| Updated: May 29, 2014 at 12:44 PM by KakCAT | Created: May 29, 2014 at 12:44 PM by KakCAT
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:
| Updated: Mar 3, 2014 at 6:38 PM by sajjadgame | Created: Mar 3, 2014 at 6:38 PM by sajjadgame
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:
| Updated: Feb 1, 2014 at 5:56 PM by Aranda | Created: Feb 1, 2014 at 5:56 PM by Aranda
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:
| Updated: Dec 8, 2013 at 11:00 PM by danielcrenna | Created: Dec 8, 2013 at 11:00 PM by danielcrenna
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:
| Updated: Oct 15, 2013 at 1:15 AM by RayBatts | Created: Oct 15, 2013 at 1:00 AM by RayBatts
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: Nov 2, 2014 at 9:45 PM by Fetze | Created: Oct 12, 2013 at 5:09 PM by genbox
BayazitDecomposer and EarclipDecomposer as public classes instead of internal.
Used in some examples etc. for creating Texture from vertices.
Id #34443 | Release:
| Updated: Sep 22, 2013 at 8:09 AM by RaymondEllis | Created: Sep 5, 2013 at 8:00 PM by cougario
This code throws an exception under certain circumstances;
foreach (QuadTree<T> st in qt.SubTrees)
because qt isn't part...
Id #34430 | Release:
| Updated: Sep 1, 2013 at 9:12 AM by mfagerlund | Created: Sep 1, 2013 at 9:12 AM by mfagerlund