* - Starting work on AxiosCSV
* - Adding CustomProperties field to Glee2D Layer object (this is because Layers can have custom properties) * - Passing Layer to Items in Glee2D library * - Adding public virtual bool LoadTextureItem(TextureItem textureitem) to AxiosGameScreen
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@@ -95,20 +95,20 @@ namespace Axios.Engine
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Vertices vertices = PolygonTools.CreatePolygon(data, this.Texture.Width, false);
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Vector2 vector = -vertices.GetCentroid();
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vertices.Translate(ref vector);
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base.Origin = -vector;
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this.Origin = -vector;
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List<Vertices> list = BayazitDecomposer.ConvexPartition(SimplifyTools.ReduceByDistance(vertices, 4f));
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base._scale = 1f;
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Vector2 vector2 = (Vector2)(new Vector2(ConvertUnits.ToSimUnits(1)) * base._scale);
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this._scale = 1f;
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Vector2 vector2 = (Vector2)(new Vector2(ConvertUnits.ToSimUnits(1)) * this._scale);
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foreach (Vertices vertices2 in list)
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{
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vertices2.Scale(ref vector2);
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}
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base.BodyPart = BodyFactory.CreateCompoundPolygon(gameScreen.World, list, 1f, BodyType.Dynamic);
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base.BodyPart.BodyType = BodyType.Dynamic;
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base.BodyPart.Position = base.Position;
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base.BodyPart.UserData = this;
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base.BodyPart.CollidesWith = Category.All;
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base.BodyPart.CollisionCategories = Category.All;
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this.BodyPart = BodyFactory.CreateCompoundPolygon(gameScreen.World, list, 1f, BodyType.Dynamic);
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this.BodyPart.BodyType = BodyType.Dynamic;
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this.BodyPart.Position = this.Position;
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this.BodyPart.UserData = this;
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this.BodyPart.CollidesWith = Category.All;
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this.BodyPart.CollisionCategories = Category.All;
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}
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}
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