public override void Build()
        {
            AddGround();

            RigidBody body1 = new RigidBody(new BoxShape(1, 1, 1));
            RigidBody body2 = new RigidBody(new BoxShape(1, 1, 1));

            body1.Position = new JVector(0, 7, 0);
            body2.Position = new JVector(0, 4, 0);

            // add a prismatic joint.
            // the minimum allowed distance is 3
            // the maximum allowed distance is also 3
            // => the body should be fixed on the slider
            PrismaticJoint pj = new PrismaticJoint(Demo.World, body1, body2, 3, 3);

            // but we set very heigh softness (1.0f) to the minimum distance
            // so we have something like a suspension effect.
            pj.MaximumDistanceConstraint.Softness = 0.0f;
            pj.MinimumDistanceConstraint.Softness = 1.0f;
            pj.Activate();

            Demo.World.AddBody(body1);
            Demo.World.AddBody(body2);
        }
 protected override void Init()
 {
     base.Init();
     var cubeTexture = new Texture("BoxDiffuse.jpg");
     cubes = new Cube[PyramidHeight, PyramidHeight];
     for (int z=0; z<PyramidHeight; z++)
         for (int x=0; x<PyramidHeight; x++)
             cubes[x, z] = new Cube(cubeTexture, new Vector3D(
                 1.1f*(x-(PyramidHeight)/2.0f), 0, 1.1f*z+2.55f));
     for (int z = 0; z < PyramidHeight; z++)
         for (int x = 0; x < PyramidHeight - 1; x++)
         {
       var horizontalJoint = new PrismaticJoint(Entities.world3D,
                 cubes[x, z].body, cubes[x+1, z].body, 1.1f, 1.1f);
             horizontalJoint.FixedAngleConstraint.Softness = 1;
             horizontalJoint.Activate();
             if (z < PyramidHeight - 1)
             {
                 var verticalJoint = new PrismaticJoint(Entities.world3D, cubes[x, z].body,
                     cubes[x, z + 1].body, 1.1f, 1.1f);
                 verticalJoint.FixedAngleConstraint.Softness = 1;
                 verticalJoint.Activate();
             }
         }
 }
Exemple #3
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		private void CreatePrismaticJoint(JitterPhysics physicsManager)
		{
			Joint = new PrismaticJoint(physicsManager.jitterWorld, RigidBodyA, RigidBodyB,
				ArrayExtensions.GetWithDefault<PropertyType, float>(Properties,
					PropertyType.MinimumDistance),
				ArrayExtensions.GetWithDefault<PropertyType, float>(Properties,
					PropertyType.MaximumDistance));
			float minimumSoftness = ArrayExtensions.GetWithDefault<PropertyType, float>(Properties,
				PropertyType.MinimumSoftness);
			float maximumSoftness = ArrayExtensions.GetWithDefault<PropertyType, float>(Properties,
				PropertyType.MaximumSoftness);
			(Joint as PrismaticJoint).MaximumDistanceConstraint.Softness = maximumSoftness;
			(Joint as PrismaticJoint).MinimumDistanceConstraint.Softness = minimumSoftness;
		}