Example #1
0
        /// Create a joint to constrain bodies together. No reference to the definition
        /// is retained. This may cause the connected bodies to cease colliding.
        /// @warning This function is locked during callbacks.
        public Joint CreateJoint(JointDef def)
        {
            Utilities.Assert(IsLocked() == false);
            if (IsLocked())
            {
                return(null);
            }

            Joint j = Joint.Create(def);

            // Connect to the world list.
            m_jointList.Add(j);

            // Connect to the bodies' doubly linked lists.
            j.m_edgeA.Clear();
            j.m_edgeA.Add(new JointEdge(j, j.m_bodyB));

            j.m_edgeA.AddRange(j.m_bodyA.m_jointList);
            j.m_bodyA.m_jointList = j.m_edgeA;

            j.m_edgeB.Clear();
            j.m_edgeB.Add(new JointEdge(j, j.m_bodyA));
            j.m_edgeB.AddRange(j.m_bodyB.m_jointList);
            j.m_bodyB.m_jointList = j.m_edgeB;

            Body bodyA = def.bodyA;
            Body bodyB = def.bodyB;

            // If the joint prevents collisions, then flag any contacts for filtering.
            if (def.collideConnected == false)
            {
                foreach (ContactEdge edge in bodyB.GetContactList())
                {
                    if (edge.other == bodyA)
                    {
                        // Flag the contact for filtering at the next time step (where either
                        // body is awake).
                        edge.contact.FlagForFiltering();
                    }
                }
            }

            // Note: creating a joint doesn't wake the bodies.

            return(j);
        }
Example #2
0
        /// Create a joint to rain bodies together. No reference to the definition
        /// is retained. This may cause the connected bodies to cease colliding.
        /// @warning This function is locked during callbacks.
        public Joint CreateJoint(JointDef def)
        {
            //Debug.Assert(!IsLocked);
            if (IsLocked)
            {
                return(null);
            }

            Joint j = Joint.Create(def);

            // Connect to the world list.
            j._prev = null;
            j._next = _jointList;
            if (_jointList != null)
            {
                _jointList._prev = j;
            }
            _jointList = j;
            ++_jointCount;

            // Connect to the bodies' doubly linked lists.
            j._edgeA.Joint = j;
            j._edgeA.Other = j._bodyB;
            j._edgeA.Prev  = null;
            j._edgeA.Next  = j._bodyA._jointList;

            if (j._bodyA._jointList != null)
            {
                j._bodyA._jointList.Prev = j._edgeA;
            }

            j._bodyA._jointList = j._edgeA;

            j._edgeB.Joint = j;
            j._edgeB.Other = j._bodyA;
            j._edgeB.Prev  = null;
            j._edgeB.Next  = j._bodyB._jointList;

            if (j._bodyB._jointList != null)
            {
                j._bodyB._jointList.Prev = j._edgeB;
            }

            j._bodyB._jointList = j._edgeB;

            Body bodyA = def.bodyA;
            Body bodyB = def.bodyB;

            bool staticA = bodyA.GetType() == BodyType.Static;
            bool staticB = bodyB.GetType() == BodyType.Static;

            // If the joint prevents collisions, then flag any contacts for filtering.
            if (def.collideConnected == false)
            {
                ContactEdge edge = bodyB.GetContactList();
                while (edge != null)
                {
                    if (edge.Other == bodyA)
                    {
                        // Flag the contact for filtering at the next time step (where either
                        // body is awake).
                        edge.Contact.FlagForFiltering();
                    }

                    edge = edge.Next;
                }
            }

            // Note: creating a joint doesn't wake the bodies.

            return(j);
        }