public GetLocalPoint ( System.Vector2 worldPoint ) : System.Vector2 | ||
worldPoint | System.Vector2 | A point in world coordinates. |
Résultat | System.Vector2 |
/// <summary> /// Initialize the bodies, anchors, and reference angle using the world /// anchor. /// </summary> public void Initialize(Body body1, Body body2, Vector2 anchor) { Body1 = body1; Body2 = body2; LocalAnchor1 = body1.GetLocalPoint(anchor); LocalAnchor2 = body2.GetLocalPoint(anchor); ReferenceAngle = body2.GetAngle() - body1.GetAngle(); }
public void Initialize(Body body1, Body body2, Vec2 anchor1, Vec2 anchor2) { this.Body1 = body1; this.Body2 = body2; this.LocalAnchor1 = body1.GetLocalPoint(anchor1); this.LocalAnchor2 = body2.GetLocalPoint(anchor2); this.Length = (anchor2 - anchor1).Length(); }
/// <summary> /// Initialize the bodies, anchors, axis, and reference angle using the world /// anchor and world axis. /// </summary> public void Initialize(Body body1, Body body2, Vector2 anchor, Vector2 axis) { Body1 = body1; Body2 = body2; localAnchor1 = body1.GetLocalPoint(anchor); localAnchor2 = body2.GetLocalPoint(anchor); localAxis1 = body1.GetLocalVector(axis); }
public void Initialize(Body body1, Body body2, Vec2 anchor) { this.Body1 = body1; this.Body2 = body2; this.LocalAnchor1 = body1.GetLocalPoint(anchor); this.LocalAnchor2 = body2.GetLocalPoint(anchor); this.ReferenceAngle = body2.GetAngle() - body1.GetAngle(); }
public void Initialize(Body body1, Body body2, Vec2 anchor) { this.Body1 = body1; this.Body2 = body2; this.LocalAnchor1 = body1.GetLocalPoint(anchor); this.LocalAnchor2 = body2.GetLocalPoint(anchor); this.ReferenceAngle = body2.GetAngle() - body1.GetAngle(); }
public void Initialize(Body body1, Body body2, Vec2 anchor, Vec2 axis) { this.Body1 = body1; this.Body2 = body2; this.localAnchor1 = body1.GetLocalPoint(anchor); this.localAnchor2 = body2.GetLocalPoint(anchor); this.localAxis1 = body1.GetLocalVector(axis); }
public void Initialize(Body body1, Body body2, Vec2 anchor1, Vec2 anchor2) { this.Body1 = body1; this.Body2 = body2; this.LocalAnchor1 = body1.GetLocalPoint(anchor1); this.LocalAnchor2 = body2.GetLocalPoint(anchor2); this.Length = (anchor2 - anchor1).Length(); }
/// <summary> /// Initialize the bodies, anchors, and length using the world anchors. /// </summary> public void Initialize(Body body1, Body body2, Vec2 anchor1, Vec2 anchor2) { Body1 = body1; Body2 = body2; LocalAnchor1 = body1.GetLocalPoint(anchor1); LocalAnchor2 = body2.GetLocalPoint(anchor2); Vec2 d = anchor2 - anchor1; Length = d.Length(); }
/// <summary> /// Initialize the bodies, anchors, and length using the world anchors. /// </summary> public void Initialize(Body body1, Body body2, Vector2 anchor1, Vector2 anchor2) { Body1 = body1; Body2 = body2; LocalAnchor1 = body1.GetLocalPoint(anchor1); LocalAnchor2 = body2.GetLocalPoint(anchor2); Vector2 d = anchor2 - anchor1; Length = d.magnitude; }
public void Initialize(Body body1, Body body2, Vec2 groundAnchor1, Vec2 groundAnchor2, Vec2 anchor1, Vec2 anchor2, float ratio) { this.Body1 = body1; this.Body2 = body2; this.GroundAnchor1 = groundAnchor1; this.GroundAnchor2 = groundAnchor2; this.LocalAnchor1 = body1.GetLocalPoint(anchor1); this.LocalAnchor2 = body2.GetLocalPoint(anchor2); this.Length1 = (anchor1 - groundAnchor1).Length(); this.Length2 = (anchor2 - groundAnchor2).Length(); this.Ratio = ratio; Box2DXDebug.Assert(ratio > Settings.FLT_EPSILON); float num = this.Length1 + ratio * this.Length2; this.MaxLength1 = num - ratio * PulleyJoint.MinPulleyLength; this.MaxLength2 = (num - PulleyJoint.MinPulleyLength) / ratio; }
public void Initialize(Body body1, Body body2, Vec2 groundAnchor1, Vec2 groundAnchor2, Vec2 anchor1, Vec2 anchor2, float ratio) { this.Body1 = body1; this.Body2 = body2; this.GroundAnchor1 = groundAnchor1; this.GroundAnchor2 = groundAnchor2; this.LocalAnchor1 = body1.GetLocalPoint(anchor1); this.LocalAnchor2 = body2.GetLocalPoint(anchor2); this.Length1 = (anchor1 - groundAnchor1).Length(); this.Length2 = (anchor2 - groundAnchor2).Length(); this.Ratio = ratio; Box2DXDebug.Assert(ratio > Settings.FLT_EPSILON); float num = this.Length1 + ratio * this.Length2; this.MaxLength1 = num - ratio * PulleyJoint.MinPulleyLength; this.MaxLength2 = (num - PulleyJoint.MinPulleyLength) / ratio; }
/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. public void Initialize(Body body1, Body body2, Vec2 groundAnchor1, Vec2 groundAnchor2, Vec2 anchor1, Vec2 anchor2, float ratio) { Body1 = body1; Body2 = body2; GroundAnchor1 = groundAnchor1; GroundAnchor2 = groundAnchor2; LocalAnchor1 = body1.GetLocalPoint(anchor1); LocalAnchor2 = body2.GetLocalPoint(anchor2); Vec2 d1 = anchor1 - groundAnchor1; Length1 = d1.Length(); Vec2 d2 = anchor2 - groundAnchor2; Length2 = d2.Length(); Ratio = ratio; Box2DXDebug.Assert(ratio > Settings.FLT_EPSILON); float C = Length1 + ratio * Length2; MaxLength1 = C - ratio * PulleyJoint.MinPulleyLength; MaxLength2 = (C - PulleyJoint.MinPulleyLength) / ratio; }
/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. public void Initialize(Body body1, Body body2, Vec2 groundAnchor1, Vec2 groundAnchor2, Vec2 anchor1, Vec2 anchor2, float ratio) { Body1 = body1; Body2 = body2; GroundAnchor1 = groundAnchor1; GroundAnchor2 = groundAnchor2; LocalAnchor1 = body1.GetLocalPoint(anchor1); LocalAnchor2 = body2.GetLocalPoint(anchor2); Vec2 d1 = anchor1 - groundAnchor1; Length1 = d1.Length(); Vec2 d2 = anchor2 - groundAnchor2; Length2 = d2.Length(); Ratio = ratio; Box2DXDebug.Assert(ratio > Settings.FLT_EPSILON); float C = Length1 + ratio * Length2; MaxLength1 = C - ratio * PulleyJoint.MinPulleyLength; MaxLength2 = (C - PulleyJoint.MinPulleyLength) / ratio; }
/// <summary> /// Initialize the bodies, anchors, axis, and reference angle using the world /// anchor and world axis. /// </summary> public void Initialize(Body body1, Body body2, Vector2 anchor, Vector2 axis) { Body1 = body1; Body2 = body2; LocalAnchor1 = body1.GetLocalPoint(anchor); LocalAnchor2 = body2.GetLocalPoint(anchor); LocalAxis1 = body1.GetLocalVector(axis); ReferenceAngle = body2.GetAngle() - body1.GetAngle(); }