本文整理汇总了C#中FarseerPhysics.Dynamics.World.addJoint方法的典型用法代码示例。如果您正苦于以下问题:C# World.addJoint方法的具体用法?C# World.addJoint怎么用?C# World.addJoint使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FarseerPhysics.Dynamics.World
的用法示例。
在下文中一共展示了World.addJoint方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CreateRevoluteJoint
public static RevoluteJoint CreateRevoluteJoint( World world, Body bodyA, Body bodyB, Vector2 anchor )
{
var localanchorA = bodyA.getLocalPoint( bodyB.getWorldPoint( anchor ) );
var joint = new RevoluteJoint( bodyA, bodyB, localanchorA, anchor );
world.addJoint( joint );
return joint;
}
示例2: attachBodiesWithRevoluteJoint
/// <summary>
/// Attaches the bodies with revolute joints.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="bodies">The bodies.</param>
/// <param name="localAnchorA">The local anchor A.</param>
/// <param name="localAnchorB">The local anchor B.</param>
/// <param name="connectFirstAndLast">if set to <c>true</c> [connect first and last].</param>
/// <param name="collideConnected">if set to <c>true</c> [collide connected].</param>
public static List<RevoluteJoint> attachBodiesWithRevoluteJoint( World world, List<Body> bodies, Vector2 localAnchorA, Vector2 localAnchorB, bool connectFirstAndLast, bool collideConnected )
{
var joints = new List<RevoluteJoint>( bodies.Count + 1 );
for( int i = 1; i < bodies.Count; i++ )
{
RevoluteJoint joint = new RevoluteJoint( bodies[i], bodies[i - 1], localAnchorA, localAnchorB );
joint.collideConnected = collideConnected;
world.addJoint( joint );
joints.Add( joint );
}
if( connectFirstAndLast )
{
RevoluteJoint lastjoint = new RevoluteJoint( bodies[0], bodies[bodies.Count - 1], localAnchorA, localAnchorB );
lastjoint.collideConnected = collideConnected;
world.addJoint( lastjoint );
joints.Add( lastjoint );
}
return joints;
}
示例3: CreateAngleJoint
public static AngleJoint CreateAngleJoint( World world, Body bodyA, Body bodyB )
{
var angleJoint = new AngleJoint( bodyA, bodyB );
world.addJoint( angleJoint );
return angleJoint;
}
示例4: CreateWheelJoint
public static WheelJoint CreateWheelJoint( World world, Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false )
{
WheelJoint joint = new WheelJoint( bodyA, bodyB, anchor, axis, useWorldCoordinates );
world.addJoint( joint );
return joint;
}
示例5: CreateWeldJoint
public static WeldJoint CreateWeldJoint( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false )
{
var weldJoint = new WeldJoint( bodyA, bodyB, anchorA, anchorB, useWorldCoordinates );
world.addJoint( weldJoint );
return weldJoint;
}
示例6: CreateRopeJoint
public static RopeJoint CreateRopeJoint( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false )
{
var ropeJoint = new RopeJoint( bodyA, bodyB, anchorA, anchorB, useWorldCoordinates );
world.addJoint( ropeJoint );
return ropeJoint;
}
示例7: CreateFixedMouseJoint
public static FixedMouseJoint CreateFixedMouseJoint( World world, Body body, Vector2 worldAnchor )
{
var joint = new FixedMouseJoint( body, worldAnchor );
world.addJoint( joint );
return joint;
}
示例8: CreatePulleyJoint
public static PulleyJoint CreatePulleyJoint( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 worldAnchorA, Vector2 worldAnchorB, float ratio, bool useWorldCoordinates = false )
{
var pulleyJoint = new PulleyJoint( bodyA, bodyB, anchorA, anchorB, worldAnchorA, worldAnchorB, ratio, useWorldCoordinates );
world.addJoint( pulleyJoint );
return pulleyJoint;
}
示例9: CreateMotorJoint
public static MotorJoint CreateMotorJoint( World world, Body bodyA, Body bodyB, bool useWorldCoordinates = false )
{
var joint = new MotorJoint( bodyA, bodyB, useWorldCoordinates );
world.addJoint( joint );
return joint;
}
示例10: CreateGearJoint
public static GearJoint CreateGearJoint( World world, Body bodyA, Body bodyB, Joint jointA, Joint jointB, float ratio )
{
var gearJoint = new GearJoint( bodyA, bodyB, jointA, jointB, ratio );
world.addJoint( gearJoint );
return gearJoint;
}
示例11: CreateFrictionJoint
public static FrictionJoint CreateFrictionJoint( World world, Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false )
{
var frictionJoint = new FrictionJoint( bodyA, bodyB, anchor, useWorldCoordinates );
world.addJoint( frictionJoint );
return frictionJoint;
}
示例12: CreateDistanceJoint
public static DistanceJoint CreateDistanceJoint( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false )
{
var distanceJoint = new DistanceJoint( bodyA, bodyB, anchorA, anchorB, useWorldCoordinates );
world.addJoint( distanceJoint );
return distanceJoint;
}