本文整理汇总了Java中com.badlogic.gdx.physics.box2d.JointDef类的典型用法代码示例。如果您正苦于以下问题:Java JointDef类的具体用法?Java JointDef怎么用?Java JointDef使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
JointDef类属于com.badlogic.gdx.physics.box2d包,在下文中一共展示了JointDef类的15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Java代码示例。
示例1: toJBox2d
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public org.jbox2d.dynamics.joints.JointDef toJBox2d () {
org.jbox2d.dynamics.joints.WheelJointDef fd = new org.jbox2d.dynamics.joints.WheelJointDef();
fd.bodyA = bodyA.body;
fd.bodyB = bodyB.body;
fd.collideConnected = collideConnected;
fd.localAxisA.set(localAxisA.x, localAxisA.y);
fd.enableMotor = enableMotor;
fd.maxMotorTorque = maxMotorTorque;
fd.motorSpeed = motorSpeed;
fd.frequencyHz = frequencyHz;
fd.dampingRatio = dampingRatio;
fd.localAnchorA.set(localAnchorA.x, localAnchorA.y);
fd.localAnchorB.set(localAnchorB.x, localAnchorB.y);
fd.type = org.jbox2d.dynamics.joints.JointType.WHEEL;
return fd;
}
示例2: toJBox2d
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public org.jbox2d.dynamics.joints.JointDef toJBox2d () {
org.jbox2d.dynamics.joints.PrismaticJointDef jd = new org.jbox2d.dynamics.joints.PrismaticJointDef();
jd.bodyA = bodyA.body;
jd.bodyB = bodyB.body;
jd.collideConnected = collideConnected;
jd.enableLimit = enableLimit;
jd.enableMotor = enableMotor;
jd.localAnchorA.set(localAnchorA.x, localAnchorA.y);
jd.localAnchorB.set(localAnchorB.x, localAnchorB.y);
jd.localAxisA.set(localAxisA.x, localAxisA.y);
jd.lowerTranslation = lowerTranslation;
jd.maxMotorForce = maxMotorForce;
jd.motorSpeed = motorSpeed;
jd.referenceAngle = referenceAngle;
jd.type = org.jbox2d.dynamics.joints.JointType.PRISMATIC;
jd.upperTranslation = upperTranslation;
return jd;
}
示例3: toJBox2d
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public org.jbox2d.dynamics.joints.JointDef toJBox2d () {
org.jbox2d.dynamics.joints.PulleyJointDef jd = new org.jbox2d.dynamics.joints.PulleyJointDef();
jd.bodyA = bodyA.body;
jd.bodyB = bodyB.body;
jd.collideConnected = collideConnected;
jd.groundAnchorA.set(groundAnchorA.x, groundAnchorB.y);
jd.groundAnchorB.set(groundAnchorB.x, groundAnchorB.y);
jd.lengthA = lengthA;
jd.lengthB = lengthB;
jd.localAnchorA.set(localAnchorA.x, localAnchorA.y);
jd.localAnchorB.set(localAnchorB.x, localAnchorB.y);
jd.ratio = ratio;
jd.type = org.jbox2d.dynamics.joints.JointType.PULLEY;
return jd;
}
示例4: toJBox2d
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public org.jbox2d.dynamics.joints.JointDef toJBox2d () {
org.jbox2d.dynamics.joints.RevoluteJointDef jd = new org.jbox2d.dynamics.joints.RevoluteJointDef();
jd.bodyA = bodyA.body;
jd.bodyB = bodyB.body;
jd.collideConnected = collideConnected;
jd.enableLimit = enableLimit;
jd.enableMotor = enableMotor;
jd.localAnchorA.set(localAnchorA.x, localAnchorA.y);
jd.localAnchorB.set(localAnchorB.x, localAnchorB.y);
jd.lowerAngle = lowerAngle;
jd.maxMotorTorque = maxMotorTorque;
jd.motorSpeed = motorSpeed;
jd.referenceAngle = referenceAngle;
jd.type = org.jbox2d.dynamics.joints.JointType.REVOLUTE;
jd.upperAngle = upperAngle;
return jd;
}
示例5: B2FlxJoint
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
/**
* Depending on the type of joint there is no need of two bodies. You can safely
* pass a JointDef and reuse it. If both bodies are not passed, then an error will
* be prompt.
* @param spriteA The first body.
* @param spriteB The second body.
* @param jointDef The joint definition.
*/
public B2FlxJoint(B2FlxShape spriteA, B2FlxShape spriteB, JointDef jointDef)
{
super();
if(spriteA != null)
{
bodyA = spriteA.body;
spriteA.joints.add(this);
}
if(spriteB != null)
{
bodyB = spriteB.body;
spriteB.joints.add(this);
}
if(bodyA == null && bodyB == null)
throw new Error("your jointDef must have b2Body instances for its a and b properties");
if(jointDef != null)
this.jointDef = jointDef;
scrollFactor = new FlxPoint(1.0f,1.0f);
B2FlxB.flxJoints.add(this);
init();
}
示例6: toJointDef
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
public JointDef toJointDef(Body bodyA, Body bodyB){
logger.debug("Creating joint def");
JointDef jd = toJointDef(type);
jd.bodyA = bodyA;
jd.bodyB = bodyB;
jd.collideConnected = collideConnected;
return jd;
}
示例7: toJBox2d
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public org.jbox2d.dynamics.joints.JointDef toJBox2d () {
org.jbox2d.dynamics.joints.GearJointDef jd = new org.jbox2d.dynamics.joints.GearJointDef();
jd.bodyA = bodyA.body;
jd.bodyB = bodyB.body;
jd.collideConnected = collideConnected;
jd.joint1 = joint1.getJBox2DJoint();
jd.joint2 = joint2.getJBox2DJoint();
jd.ratio = ratio;
jd.type = org.jbox2d.dynamics.joints.JointType.GEAR;
return jd;
}
示例8: toJBox2d
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public org.jbox2d.dynamics.joints.JointDef toJBox2d () {
org.jbox2d.dynamics.joints.RopeJointDef fd = new org.jbox2d.dynamics.joints.RopeJointDef();
fd.bodyA = bodyA.body;
fd.bodyB = bodyB.body;
fd.collideConnected = collideConnected;
fd.maxLength = maxLength;
fd.localAnchorA.set(localAnchorA.x, localAnchorA.y);
fd.localAnchorB.set(localAnchorB.x, localAnchorB.y);
fd.type = org.jbox2d.dynamics.joints.JointType.ROPE;
return fd;
}
示例9: toJBox2d
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public org.jbox2d.dynamics.joints.JointDef toJBox2d () {
org.jbox2d.dynamics.joints.MotorJointDef jd = new org.jbox2d.dynamics.joints.MotorJointDef();
jd.bodyA = bodyA.body;
jd.bodyB = bodyB.body;
jd.collideConnected = collideConnected;
jd.linearOffset.set(linearOffset.x, linearOffset.y);
jd.angularOffset = angularOffset;
jd.maxForce = maxForce;
jd.maxTorque = maxTorque;
jd.type = org.jbox2d.dynamics.joints.JointType.MOTOR;
return jd;
}
示例10: toJBox2d
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public org.jbox2d.dynamics.joints.JointDef toJBox2d () {
org.jbox2d.dynamics.joints.FrictionJointDef jd = new org.jbox2d.dynamics.joints.FrictionJointDef();
jd.bodyA = bodyA.body;
jd.bodyB = bodyB.body;
jd.collideConnected = collideConnected;
jd.localAnchorA.set(localAnchorA.x, localAnchorA.y);
jd.localAnchorB.set(localAnchorB.x, localAnchorB.y);
jd.maxForce = maxForce;
jd.maxTorque = maxTorque;
jd.type = org.jbox2d.dynamics.joints.JointType.FRICTION;
return jd;
}
示例11: toJBox2d
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public org.jbox2d.dynamics.joints.JointDef toJBox2d () {
org.jbox2d.dynamics.joints.WeldJointDef jd = new org.jbox2d.dynamics.joints.WeldJointDef();
jd.bodyA = bodyA.body;
jd.bodyB = bodyB.body;
jd.collideConnected = collideConnected;
jd.dampingRatio = dampingRatio;
jd.frequencyHz = frequencyHz;
jd.localAnchorA.set(localAnchorA.x, localAnchorA.y);
jd.localAnchorB.set(localAnchorB.x, localAnchorB.y);
jd.referenceAngle = referenceAngle;
jd.type = org.jbox2d.dynamics.joints.JointType.WELD;
return jd;
}
示例12: toJBox2d
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public org.jbox2d.dynamics.joints.JointDef toJBox2d () {
org.jbox2d.dynamics.joints.MouseJointDef jd = new org.jbox2d.dynamics.joints.MouseJointDef();
jd.bodyA = bodyA.body;
jd.bodyB = bodyB.body;
jd.collideConnected = collideConnected;
jd.dampingRatio = dampingRatio;
jd.frequencyHz = frequencyHz;
jd.maxForce = maxForce;
jd.target.set(target.x, target.y);
jd.type = org.jbox2d.dynamics.joints.JointType.MOUSE;
return jd;
}
示例13: createDef
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public JointDef createDef(Body sourceBody, Body targetBody, final Vector2 targetOffset) {
WheelJointDef jointDef = new WheelJointDef() {{
enableMotor = true;
frequencyHz = suspensionFrequencyHz;
dampingRatio = suspensionDampingRatio;
}};
Vector2 worldTarget = new Vector2(targetBody.getWorldCenter()).add(targetOffset);
jointDef.initialize(sourceBody, targetBody, worldTarget, axisOfMovement);
return jointDef;
}
示例14: createDef
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public JointDef createDef(Body sourceBody, Body targetBody, final Vector2 targetOffset) {
PrismaticJointDef jointDef = new PrismaticJointDef() {{
enableLimit = true;
enableMotor = true;
lowerTranslation = PrismaticJointConfig.this.lowerTranslation;
upperTranslation = PrismaticJointConfig.this.upperTranslation;
}};
Vector2 worldTarget = new Vector2(targetBody.getWorldCenter()).add(targetOffset);
jointDef.initialize(sourceBody, targetBody, worldTarget, axisOfMovement);
return jointDef;
}
示例15: createDef
import com.badlogic.gdx.physics.box2d.JointDef; //导入依赖的package包/类
@Override
public JointDef createDef(Body sourceBody, Body targetBody, final Vector2 targetOffset) {
RevoluteJointDef jointDef = new RevoluteJointDef() {{
enableLimit = false;
}};
Vector2 worldTarget = new Vector2(targetBody.getWorldCenter()).add(targetOffset);
jointDef.initialize(sourceBody, targetBody, worldTarget);
return jointDef;
}