本文整理汇总了C#中Project290.Physics.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Project290.Physics.Dynamics.World
的用法示例。
在下文中一共展示了World.AddJoint方法的14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: 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)
{
List<RevoluteJoint> 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2: CreateFixedDistanceJoint
public static FixedDistanceJoint CreateFixedDistanceJoint(World world, Body body, Vector2 localAnchor,
Vector2 worldAnchor)
{
FixedDistanceJoint distanceJoint = new FixedDistanceJoint(body, localAnchor, worldAnchor);
world.AddJoint(distanceJoint);
return distanceJoint;
}
示例3: CreateDistanceJoint
public static DistanceJoint CreateDistanceJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA,
Vector2 anchorB)
{
DistanceJoint distanceJoint = new DistanceJoint(bodyA, bodyB, anchorA, anchorB);
world.AddJoint(distanceJoint);
return distanceJoint;
}
示例4: CreateFixedAngleJoint
/// <summary>
/// Creates a fixed angle joint.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="body">The body.</param>
/// <returns></returns>
public static FixedAngleJoint CreateFixedAngleJoint(World world, Body body)
{
FixedAngleJoint angleJoint = new FixedAngleJoint(body);
world.AddJoint(angleJoint);
return angleJoint;
}
示例5: CreateAngleJoint
/// <summary>
/// Creates an angle joint.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="bodyA">The first body.</param>
/// <param name="bodyB">The second body.</param>
/// <returns></returns>
public static AngleJoint CreateAngleJoint(World world, Body bodyA, Body bodyB)
{
AngleJoint angleJoint = new AngleJoint(bodyA, bodyB);
world.AddJoint(angleJoint);
return angleJoint;
}
示例6: AttachBodiesWithSliderJoint
/// <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>
/// <param name="minLength">Minimum length of the slider joint.</param>
/// <param name="maxLength">Maximum length of the slider joint.</param>
/// <returns></returns>
public static List<SliderJoint> AttachBodiesWithSliderJoint(World world, List<Body> bodies, Vector2 localAnchorA,
Vector2 localAnchorB, bool connectFirstAndLast,
bool collideConnected, float minLength,
float maxLength)
{
List<SliderJoint> joints = new List<SliderJoint>(bodies.Count + 1);
for (int i = 1; i < bodies.Count; i++)
{
SliderJoint joint = new SliderJoint(bodies[i], bodies[i - 1], localAnchorA, localAnchorB, minLength,
maxLength);
joint.CollideConnected = collideConnected;
world.AddJoint(joint);
joints.Add(joint);
}
if (connectFirstAndLast)
{
SliderJoint lastjoint = new SliderJoint(bodies[0], bodies[bodies.Count - 1], localAnchorA, localAnchorB,
minLength, maxLength);
lastjoint.CollideConnected = collideConnected;
world.AddJoint(lastjoint);
joints.Add(lastjoint);
}
return joints;
}
示例7: CreateFrictionJoint
public static FrictionJoint CreateFrictionJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA,
Vector2 anchorB)
{
FrictionJoint frictionJoint = new FrictionJoint(bodyA, bodyB, anchorA, anchorB);
world.AddJoint(frictionJoint);
return frictionJoint;
}
示例8: CreateFixedRevoluteJoint
/// <summary>
/// Creates the fixed revolute joint.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="body">The body.</param>
/// <param name="bodyAnchor">The body anchor.</param>
/// <param name="worldAnchor">The world anchor.</param>
/// <returns></returns>
public static FixedRevoluteJoint CreateFixedRevoluteJoint(World world, Body body, Vector2 bodyAnchor,
Vector2 worldAnchor)
{
FixedRevoluteJoint fixedRevoluteJoint = new FixedRevoluteJoint(body, bodyAnchor, worldAnchor);
world.AddJoint(fixedRevoluteJoint);
return fixedRevoluteJoint;
}
示例9: CreateFixedFrictionJoint
public static FixedFrictionJoint CreateFixedFrictionJoint(World world, Body body, Vector2 bodyAnchor)
{
FixedFrictionJoint frictionJoint = new FixedFrictionJoint(body, bodyAnchor);
world.AddJoint(frictionJoint);
return frictionJoint;
}
示例10: CreateWeldJoint
public static WeldJoint CreateWeldJoint(World world, Body bodyA, Body bodyB, Vector2 localAnchorA,
Vector2 localAnchorB)
{
WeldJoint weldJoint = new WeldJoint(bodyA, bodyB, localAnchorA, localAnchorB);
world.AddJoint(weldJoint);
return weldJoint;
}
示例11: CreateSliderJoint
public static SliderJoint CreateSliderJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA,
Vector2 anchorB, float minLength, float maxLength)
{
SliderJoint sliderJoint = new SliderJoint(bodyA, bodyB, anchorA, anchorB, minLength, maxLength);
world.AddJoint(sliderJoint);
return sliderJoint;
}
示例12: CreatePulleyJoint
public static PulleyJoint CreatePulleyJoint(World world, Body bodyA, Body bodyB, Vector2 groundAnchorA,
Vector2 groundAnchorB, Vector2 anchorA, Vector2 anchorB, float ratio)
{
PulleyJoint pulleyJoint = new PulleyJoint(bodyA, bodyB, groundAnchorA, groundAnchorB, anchorA, anchorB,
ratio);
world.AddJoint(pulleyJoint);
return pulleyJoint;
}
示例13: CreatePrismaticJoint
/// <summary>
/// Creates a prismatic joint and adds it to the world
/// </summary>
/// <param name="world"></param>
/// <param name="bodyA"></param>
/// <param name="bodyB"></param>
/// <param name="localanchorB"></param>
/// <param name="axis"></param>
/// <returns></returns>
public static PrismaticJoint CreatePrismaticJoint(World world, Body bodyA, Body bodyB, Vector2 localanchorB,
Vector2 axis)
{
PrismaticJoint joint = CreatePrismaticJoint(bodyA, bodyB, localanchorB, axis);
world.AddJoint(joint);
return joint;
}
示例14: CreateGearJoint
public static GearJoint CreateGearJoint(World world, Joint jointA, Joint jointB, float ratio)
{
GearJoint gearJoint = new GearJoint(jointA, jointB, ratio);
world.AddJoint(gearJoint);
return gearJoint;
}