38f1ddb...178a853: v0.8.9.1, removed content folder
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@@ -41,7 +41,7 @@ namespace FarseerPhysics.Dynamics
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/// </summary>
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public CollisionFilterDelegate ContactFilter;
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public List<Contact> ContactList = new List<Contact>(128);
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public List<Contact> ContactList = new List<Contact>(256);
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#if USE_ACTIVE_CONTACT_SET
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/// <summary>
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@@ -68,6 +68,11 @@ namespace FarseerPhysics.Dynamics.Joints
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private float _invIB;
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private Mat33 _mass;
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/// <summary>
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/// If true, body B is treated as if it was kinematic (i.e. as if it had infinite mass)
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/// </summary>
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public bool KinematicBodyB;
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internal WeldJoint()
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{
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JointType = JointType.Weld;
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@@ -158,9 +163,9 @@ namespace FarseerPhysics.Dynamics.Joints
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_localCenterA = BodyA._sweep.LocalCenter;
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_localCenterB = BodyB._sweep.LocalCenter;
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_invMassA = BodyA._invMass;
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_invMassB = BodyB._invMass;
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_invMassB = KinematicBodyB ? 0.0f : BodyB._invMass;
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_invIA = BodyA._invI;
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_invIB = BodyB._invI;
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_invIB = KinematicBodyB ? 0.0f : BodyB._invI;
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float aA = data.positions[_indexA].a;
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Vector2 vA = data.velocities[_indexA].v;
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@@ -339,7 +339,6 @@ namespace FarseerPhysics.Dynamics
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// You tried to remove a body that is not contained in the BodyList.
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// Are you removing the body more than once?
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System.Diagnostics.Debug.WriteLine(body.UserData);
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Debug.Assert(BodyList.Contains(body));
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#if USE_AWAKE_BODY_SET
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