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| // Old slice code: | |
| cpVect centroid = cpCentroidForPoly(clippedCount, clipped); | |
| cpFloat mass = cpAreaForPoly(clippedCount, clipped)*DENSITY; | |
| cpFloat moment = cpMomentForPoly(mass, clippedCount, clipped, cpvneg(centroid)); | |
| cpBody *new_body = cpSpaceAddBody(space, cpBodyNew(mass, moment)); | |
| cpBodySetPos(new_body, centroid); | |
| cpBodySetVel(new_body, cpBodyGetVelAtWorldPoint(body, centroid)); | |
| cpBodySetAngVel(new_body, cpBodyGetAngVel(body)); | |
| cpShape *new_shape = cpSpaceAddShape(space, cpPolyShapeNew(new_body, clippedCount, clipped, cpvneg(centroid))); | |
| // Copy whatever properties you have set on the original shape that are important | |
| cpShapeSetFriction(new_shape, cpShapeGetFriction(shape)); | |
| // New slice code: | |
| cpBody *new_body = cpSpaceAddBody(space, cpBodyNew(0.0f, 0.0f)); | |
| cpBodySetPos(new_body, cpBodyGetPos(body)); | |
| cpBodySetAngle(new_body, cpBodyGetAngle(body)); | |
| cpShape *new_shape = cpSpaceAddShape(space, cpPolyShapeNew(new_body, clippedCount, clipped, cpvzero)); | |
| // Copy whatever properties you have set on the original shape that are important | |
| cpShapeSetFriction(new_shape, cpShapeGetFriction(shape)); | |
| // Calculate the mass, moment of inertia, center of gravity, etc for the new body based on the shape. | |
| cpBodyAddMassForShape(new_body, new_shape, DENSITY); | |
| // Set the velocity info | |
| cpVect new_cog = cpBodyLocal2World(new_body, cpBodyGetCOGOffset(new_body)); | |
| cpBodySetVel(new_body, cpBodyGetVelAtWorldPoint(body, new_cog)); | |
| cpBodySetAngVel(new_body, cpBodyGetAngVel(body)); |
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