Exemple #1
0
        internal static Joint Create(JointDef def)
        {
            Joint joint = null;

            switch (def.type)
            {
            case JointType.Distance:
            {
                joint = new DistanceJoint((DistanceJointDef)def);
            }
            break;

            case JointType.Mouse:
            {
                joint = new MouseJoint((MouseJointDef)def);
            }
            break;

            case JointType.Prismatic:
            {
                joint = new PrismaticJoint((PrismaticJointDef)def);
            }
            break;

            case JointType.Revolute:
            {
                joint = new RevoluteJoint((RevoluteJointDef)def);
            }
            break;

            case JointType.Pulley:
            {
                joint = new PulleyJoint((PulleyJointDef)def);
            }
            break;

            case JointType.Gear:
            {
                joint = new GearJoint((GearJointDef)def);
            }
            break;

            case JointType.Line:
            {
                joint = new LineJoint((LineJointDef)def);
            }
            break;

            default:
                Debug.Assert(false);
                break;
            }

            return(joint);
        }
Exemple #2
0
        protected Joint(JointDef def)
        {
            _type             = def.type;
            _bodyA            = def.body1;
            _bodyB            = def.body2;
            _collideConnected = def.collideConnected;
            _userData         = def.userData;

            _edgeA = new JointEdge();
            _edgeB = new JointEdge();
        }
Exemple #3
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.body1;
            Body bodyB = def.body2;

            bool staticA = bodyA.IsStatic;
            bool staticB = bodyB.IsStatic;

            // If the joint prevents collisions, then flag any contacts for filtering.
            if (def.collideConnected == false && (staticA == false || staticB == false))
            {
                // Ensure we iterate over contacts on a dynamic body (usually have less contacts
                // than a static body). Ideally we will have a contact count on both bodies.
                if (staticB)
                {
                    MathUtils.Swap(ref bodyA, ref bodyB);
                }

                ContactEdge edge = bodyB.GetConactList();
                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);
        }
Exemple #4
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.body1;
            Body bodyB = def.body2;

            bool staticA = bodyA.IsStatic;
            bool staticB = bodyB.IsStatic;

            // If the joint prevents collisions, then flag any contacts for filtering.
            if (def.collideConnected == false && (staticA == false || staticB == false))
            {
                // Ensure we iterate over contacts on a dynamic body (usually have less contacts
                // than a static body). Ideally we will have a contact count on both bodies.
                if (staticB)
                {
                    MathUtils.Swap(ref bodyA, ref bodyB);
                }

                ContactEdge edge = bodyB.GetConactList();
                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;
        }
Exemple #5
0
        internal static Joint Create(JointDef def)
        {
            Joint joint = null;

            switch (def.type)
            {
            case JointType.Distance:
                {
                    joint = new DistanceJoint((DistanceJointDef)def);
                }
                break;

            case JointType.Mouse:
                {
                    joint = new MouseJoint((MouseJointDef)def);
                }
                break;

            case JointType.Prismatic:
                {
                    joint = new PrismaticJoint((PrismaticJointDef)def);
                }
                break;

            case JointType.Revolute:
                {
                    joint = new RevoluteJoint((RevoluteJointDef)def);
                }
                break;

            case JointType.Pulley:
                {
                    joint = new PulleyJoint((PulleyJointDef)def);
                }
                break;

            case JointType.Gear:
                {
                    joint = new GearJoint((GearJointDef)def);
                }
                break;

            case JointType.Line:
                {
                    joint = new LineJoint((LineJointDef)def);
                }
                break;

            default:
                Debug.Assert(false);
                break;
            }

            return joint;
        }
Exemple #6
0
        protected Joint(JointDef def)
        {
            _type = def.type;
            _bodyA = def.body1;
            _bodyB = def.body2;
            _collideConnected = def.collideConnected;
            _userData = def.userData;

            _edgeA = new JointEdge();
            _edgeB = new JointEdge();
        }