Beispiel #1
0
 public static FixedFrictionJoint CreateFixedFrictionJoint(World world, Body body, Vector2 bodyAnchor)
 {
     FixedFrictionJoint frictionJoint = new FixedFrictionJoint(body, bodyAnchor);
     world.AddJoint(frictionJoint);
     return frictionJoint;
 }
        public static Joint CopyJoint(Joint joint, Body bodyA, Body bodyB, World world)
        {
            Joint newJoint = null;

            switch (joint.JointType)
            {
                case JointType.Angle:
                    newJoint = JointFactory.CreateAngleJoint(world, bodyA, bodyB);
                    break;
                case JointType.Distance:
                    newJoint = new DistanceJoint(bodyA, bodyB, bodyA.WorldCenter, bodyB.WorldCenter);
                    break;
                case JointType.FixedAngle:
                    newJoint = new FixedAngleJoint(bodyA);
                    break;
                case JointType.FixedDistance:
                    newJoint = new FixedDistanceJoint(bodyA, bodyA.WorldCenter, Vector2.Zero);
                    break;
                case JointType.FixedFriction:
                    newJoint = new FixedFrictionJoint(bodyA, bodyA.WorldCenter);
                    break;
                case JointType.FixedPrismatic:
                    var fpJoint = joint as FixedPrismaticJoint;
                    var fpAxis = fpJoint.LocalXAxis1;
                    newJoint = new FixedPrismaticJoint(bodyA, bodyA.WorldCenter, fpAxis);
                    break;
                case JointType.FixedRevolute:
                    newJoint = new FixedRevoluteJoint(bodyA, bodyA.WorldCenter, Vector2.Zero);
                    break;
                case JointType.Friction:
                    newJoint = new FrictionJoint(bodyA, bodyB, bodyA.WorldCenter, bodyB.WorldCenter);
                    break;
                case JointType.Line:
                    var lineJoint = joint as LineJoint;
                    var axis = lineJoint.LocalXAxis;
                    newJoint = new LineJoint(bodyA, bodyB, bodyA.WorldCenter, axis);
                    break;
                case JointType.Prismatic:
                    var pJoint = joint as PrismaticJoint;
                    var pAxis = pJoint.LocalXAxis1;
                    newJoint = new PrismaticJoint(bodyA, bodyB, bodyA.WorldCenter, bodyB.WorldCenter, pAxis);
                    ((PrismaticJoint)newJoint).LimitEnabled = pJoint.LimitEnabled;
                    ((PrismaticJoint)newJoint).MotorEnabled = pJoint.MotorEnabled;
                    ((PrismaticJoint)newJoint).MaxMotorForce = pJoint.MaxMotorForce;
                    ((PrismaticJoint)newJoint).MotorSpeed = pJoint.MotorSpeed;
                    ((PrismaticJoint)newJoint).LowerLimit = pJoint.LowerLimit;
                    ((PrismaticJoint)newJoint).UpperLimit = pJoint.UpperLimit;
                    ((PrismaticJoint)newJoint).ReferenceAngle = pJoint.ReferenceAngle;
                    ((PrismaticJoint)newJoint).LocalXAxis1 = pJoint.LocalXAxis1;
                    break;
                case JointType.Pulley:
                    var pulleyJoint = joint as PulleyJoint;
                    var ratio = pulleyJoint.Ratio;
                    newJoint = new PulleyJoint(bodyA, bodyB, Vector2.Zero, Vector2.Zero, bodyA.WorldCenter, bodyB.WorldCenter, ratio);
                    break;
                case JointType.Revolute:
                    newJoint = new RevoluteJoint(bodyA, bodyB, bodyA.WorldCenter, bodyB.WorldCenter);
                    break;
                case JointType.Slider:
                    var sliderJoint = joint as SliderJoint;
                    var minLength = sliderJoint.MinLength;
                    var maxLength = sliderJoint.MaxLength;
                    newJoint = new SliderJoint(bodyA, bodyB, bodyA.WorldCenter, bodyB.WorldCenter, minLength, maxLength);
                    break;
                case JointType.Weld:
                    newJoint = new WeldJoint(bodyA, bodyB, bodyA.WorldCenter, bodyB.WorldCenter);
                    break;
            }

            var data = new FarseerJointUserData();
            data.BodyAName = ((FarseerJointUserData) joint.UserData).BodyAName;
            data.BodyBName = ((FarseerJointUserData) joint.UserData).BodyBName;

            joint.UserData = data;

            return newJoint;
        }