BodyFactory.CreateCircle UserData applied to Fixture instead of Body

Creating a body using BodyFactory.CreateCircle and giving a userData sets the UserData of the Fixture to the given value and doesn't change the Body's UserData.

Id #35092 | Release: None | Updated: Mar 31 at 5:43 PM by BarWeiss | Created: Mar 31 at 5:43 PM by BarWeiss

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

BodyID = 0

Hello I am just testing Farseer Physics and I have encountered a weird behavior I have got a timer which calls the Update method which then calls the world.Update method. But when I try to add a bo...

Id #34875 | Release: None | Updated: Jan 10 at 3:47 PM by Vlatom | Created: Jan 10 at 3:42 PM by Vlatom

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: Feb 25 at 3:19 PM by theremin | Created: Oct 12, 2013 at 4:09 PM by genbox

Spawning two bodies at (0, 0) results in position of NaN

Project demonstrating the bug. Hey Guys, I found a bug caused by spawning two circle bodies at (0, 0). I attached an example project that demonstrates the problem. The culprit is in ContactSolv...

Id #34552 | Release: Farseer Physics Engine 3.5 | Updated: Mar 5 at 11:38 AM by sajjadgame | Created: Oct 12, 2013 at 4:08 PM by genbox

Vector.Normalize (bug with NaN values)

Hello! In Common/Vector2 there is a method Normalize, which is not handling dividing by zero. It cause troubles like Nan positions, Nan linear velocities when two bodies are spawned at the same po...

Id #34462 | Release: None | Updated: Mar 5 at 11:32 AM by sajjadgame | Created: Sep 13, 2013 at 3:28 AM by DamonWall

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