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C# World.AddJoint方法代碼示例

本文整理匯總了C#中Project290.Physics.Dynamics.World.AddJoint方法的典型用法代碼示例。如果您正苦於以下問題:C# World.AddJoint方法的具體用法?C# World.AddJoint怎麽用?C# World.AddJoint使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在Project290.Physics.Dynamics.World的用法示例。


在下文中一共展示了World.AddJoint方法的14個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

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;
        }
開發者ID:seankruer,項目名稱:eecs-290-super-power-robots,代碼行數:35,代碼來源:PathManager.cs

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;
 }
開發者ID:scastle,項目名稱:Solitude,代碼行數:7,代碼來源:JointFactory.cs

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;
 }
開發者ID:scastle,項目名稱:Solitude,代碼行數:7,代碼來源:JointFactory.cs

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;
        }
開發者ID:scastle,項目名稱:Solitude,代碼行數:13,代碼來源:JointFactory.cs

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;
        }
開發者ID:scastle,項目名稱:Solitude,代碼行數:14,代碼來源:JointFactory.cs

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;
        }
開發者ID:seankruer,項目名稱:eecs-290-super-power-robots,代碼行數:39,代碼來源:PathManager.cs

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;
 }
開發者ID:scastle,項目名稱:Solitude,代碼行數:7,代碼來源:JointFactory.cs

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;
 }
開發者ID:scastle,項目名稱:Solitude,代碼行數:15,代碼來源:JointFactory.cs

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;
 }
開發者ID:scastle,項目名稱:Solitude,代碼行數:6,代碼來源:JointFactory.cs

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;
 }
開發者ID:scastle,項目名稱:Solitude,代碼行數:7,代碼來源:JointFactory.cs

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;
 }
開發者ID:scastle,項目名稱:Solitude,代碼行數:7,代碼來源:JointFactory.cs

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;
 }
開發者ID:scastle,項目名稱:Solitude,代碼行數:8,代碼來源:JointFactory.cs

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;
 }
開發者ID:scastle,項目名稱:Solitude,代碼行數:16,代碼來源:JointFactory.cs

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;
 }
開發者ID:scastle,項目名稱:Solitude,代碼行數:6,代碼來源:JointFactory.cs


注:本文中的Project290.Physics.Dynamics.World.AddJoint方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。