public b2DistanceJoint(b2DistanceJointDef def)
     : base(def)
 {
     m_localAnchorA = def.localAnchorA;
     m_localAnchorB = def.localAnchorB;
     m_length       = def.length;
     m_frequencyHz  = def.frequencyHz;
     m_dampingRatio = def.dampingRatio;
     m_impulse      = 0.0f;
     m_gamma        = 0.0f;
     m_bias         = 0.0f;
 }
Esempio n. 2
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 public b2DistanceJoint(b2DistanceJointDef def)
     : base(def)
 {
     m_localAnchorA = def.localAnchorA;
     m_localAnchorB = def.localAnchorB;
     m_length = def.length;
     m_frequencyHz = def.frequencyHz;
     m_dampingRatio = def.dampingRatio;
     m_impulse = 0.0f;
     m_gamma = 0.0f;
     m_bias = 0.0f;
 }
Esempio n. 3
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        //--------------- Internals Below -------------------

        /** @private */
        public b2DistanceJoint(b2DistanceJointDef def) : base(def)
        {
            b2Mat22 tMat;
            float   tX;
            float   tY;

            m_localAnchor1.SetV(def.localAnchorA);
            m_localAnchor2.SetV(def.localAnchorB);

            m_length       = def.length;
            m_frequencyHz  = def.frequencyHz;
            m_dampingRatio = def.dampingRatio;
            m_impulse      = 0.0f;
            m_gamma        = 0.0f;
            m_bias         = 0.0f;
        }
Esempio n. 4
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        public Dominos()
        {
            b2Body b1;
            {
                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));

                b2BodyDef bd  = new b2BodyDef();
                b1 = m_world.CreateBody(bd);
                b1.CreateFixture(shape, 0.0f);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(6.0f, 0.25f);

                b2BodyDef bd  = new b2BodyDef();
                bd.position.Set(-1.5f, 10.0f);
                b2Body ground = m_world.CreateBody(bd);
                ground.CreateFixture(shape, 0.0f);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.1f, 1.0f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = shape;
                fd.density = 20.0f;
                fd.friction = 0.1f;

                for (int i = 0; i < 10; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(-6.0f + 1.0f * i, 11.25f);
                    b2Body body = m_world.CreateBody(bd);
                    body.CreateFixture(fd);
                }
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(7.0f, 0.25f, b2Vec2.Zero, 0.3f);

                b2BodyDef bd  = new b2BodyDef();
                bd.position.Set(1.0f, 6.0f);
                b2Body ground = m_world.CreateBody(bd);
                ground.CreateFixture(shape, 0.0f);
            }

            b2Body b2;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.25f, 1.5f);

                b2BodyDef bd  = new b2BodyDef();
                bd.position.Set(-7.0f, 4.0f);
                b2 = m_world.CreateBody(bd);
                b2.CreateFixture(shape, 0.0f);
            }

            b2Body b3;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(6.0f, 0.125f);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(-0.9f, 1.0f);
                bd.angle = -0.15f;

                b3 = m_world.CreateBody(bd);
                b3.CreateFixture(shape, 10.0f);
            }

            b2RevoluteJointDef jd = new b2RevoluteJointDef();
            b2Vec2 anchor = new b2Vec2();

            anchor.Set(-2.0f, 1.0f);
            jd.Initialize(b1, b3, anchor);
            jd.CollideConnected = true;
            m_world.CreateJoint(jd);

            b2Body b4;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.25f, 0.25f);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(-10.0f, 15.0f);
                b4 = m_world.CreateBody(bd);
                b4.CreateFixture(shape, 10.0f);
            }

            anchor.Set(-7.0f, 15.0f);
            jd.Initialize(b2, b4, anchor);
            m_world.CreateJoint(jd);

            b2Body b5;
            {
                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(6.5f, 3.0f);
                b5 = m_world.CreateBody(bd);

                b2PolygonShape shape = new b2PolygonShape();
                b2FixtureDef fd = new b2FixtureDef();

                fd.shape = shape;
                fd.density = 10.0f;
                fd.friction = 0.1f;

                shape.SetAsBox(1.0f, 0.1f, new b2Vec2(0.0f, -0.9f), 0.0f);
                b5.CreateFixture(fd);

                shape.SetAsBox(0.1f, 1.0f, new b2Vec2(-0.9f, 0.0f), 0.0f);
                b5.CreateFixture(fd);

                shape.SetAsBox(0.1f, 1.0f, new b2Vec2(0.9f, 0.0f), 0.0f);
                b5.CreateFixture(fd);
            }

            anchor.Set(6.0f, 2.0f);
            jd.Initialize(b1, b5, anchor);
            m_world.CreateJoint(jd);

            b2Body b6;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(1.0f, 0.1f);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(6.5f, 4.1f);
                b6 = m_world.CreateBody(bd);
                b6.CreateFixture(shape, 30.0f);
            }

            anchor.Set(7.5f, 4.0f);
            jd.Initialize(b5, b6, anchor);
            m_world.CreateJoint(jd);

            b2Body b7;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.1f, 1.0f);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(7.4f, 1.0f);

                b7 = m_world.CreateBody(bd);
                b7.CreateFixture(shape, 10.0f);
            }

            b2DistanceJointDef djd = new b2DistanceJointDef();
            djd.BodyA = b3;
            djd.BodyB = b7;
            djd.localAnchorA.Set(6.0f, 0.0f);
            djd.localAnchorB.Set(0.0f, -1.0f);
            b2Vec2 d = djd.BodyB.GetWorldPoint(djd.localAnchorB) - djd.BodyA.GetWorldPoint(djd.localAnchorA);
            djd.length = d.Length;
            m_world.CreateJoint(djd);

            {
                float radius = 0.2f;

                b2CircleShape shape = new b2CircleShape();
                shape.Radius = radius;

                for (int i = 0; i < 4; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(5.9f + 2.0f * radius * i, 2.4f);
                    b2Body body = m_world.CreateBody(bd);
                    body.CreateFixture(shape, 10.0f);
                }
            }
        }
Esempio n. 5
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        public Web()
        {
            b2Body ground = null;
            {
                b2BodyDef bd  = new b2BodyDef();
                ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.5f, 0.5f);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;

                bd.position.Set(-5.0f, 5.0f);
                m_bodies[0] = m_world.CreateBody(bd);
                m_bodies[0].CreateFixture(shape, 5.0f);

                bd.position.Set(5.0f, 5.0f);
                m_bodies[1] = m_world.CreateBody(bd);
                m_bodies[1].CreateFixture(shape, 5.0f);

                bd.position.Set(5.0f, 15.0f);
                m_bodies[2] = m_world.CreateBody(bd);
                m_bodies[2].CreateFixture(shape, 5.0f);

                bd.position.Set(-5.0f, 15.0f);
                m_bodies[3] = m_world.CreateBody(bd);
                m_bodies[3].CreateFixture(shape, 5.0f);

                b2DistanceJointDef jd = new b2DistanceJointDef();
                b2Vec2 p1 = new b2Vec2();
                b2Vec2 p2 = new b2Vec2();
                b2Vec2 d = new b2Vec2();

                jd.frequencyHz = 2.0f;
                jd.dampingRatio = 0.0f;

                jd.BodyA = ground;
                jd.BodyB = m_bodies[0];
                jd.localAnchorA.Set(-10.0f, 0.0f);
                jd.localAnchorB.Set(-0.5f, -0.5f);
                p1 = jd.BodyA.GetWorldPoint(jd.localAnchorA);
                p2 = jd.BodyB.GetWorldPoint(jd.localAnchorB);
                d = p2 - p1;
                jd.length = d.Length;
                m_joints[0] = m_world.CreateJoint(jd);

                jd.BodyA = ground;
                jd.BodyB = m_bodies[1];
                jd.localAnchorA.Set(10.0f, 0.0f);
                jd.localAnchorB.Set(0.5f, -0.5f);
                p1 = jd.BodyA.GetWorldPoint(jd.localAnchorA);
                p2 = jd.BodyB.GetWorldPoint(jd.localAnchorB);
                d = p2 - p1;
                jd.length = d.Length;
                m_joints[1] = m_world.CreateJoint(jd);

                jd.BodyA = ground;
                jd.BodyB = m_bodies[2];
                jd.localAnchorA.Set(10.0f, 20.0f);
                jd.localAnchorB.Set(0.5f, 0.5f);
                p1 = jd.BodyA.GetWorldPoint(jd.localAnchorA);
                p2 = jd.BodyB.GetWorldPoint(jd.localAnchorB);
                d = p2 - p1;
                jd.length = d.Length;
                m_joints[2] = m_world.CreateJoint(jd);

                jd.BodyA = ground;
                jd.BodyB = m_bodies[3];
                jd.localAnchorA.Set(-10.0f, 20.0f);
                jd.localAnchorB.Set(-0.5f, 0.5f);
                p1 = jd.BodyA.GetWorldPoint(jd.localAnchorA);
                p2 = jd.BodyB.GetWorldPoint(jd.localAnchorB);
                d = p2 - p1;
                jd.length = d.Length;
                m_joints[3] = m_world.CreateJoint(jd);

                jd.BodyA = m_bodies[0];
                jd.BodyB = m_bodies[1];
                jd.localAnchorA.Set(0.5f, 0.0f);
                jd.localAnchorB.Set(-0.5f, 0.0f);
                ;
                p1 = jd.BodyA.GetWorldPoint(jd.localAnchorA);
                p2 = jd.BodyB.GetWorldPoint(jd.localAnchorB);
                d = p2 - p1;
                jd.length = d.Length;
                m_joints[4] = m_world.CreateJoint(jd);

                jd.BodyA = m_bodies[1];
                jd.BodyB = m_bodies[2];
                jd.localAnchorA.Set(0.0f, 0.5f);
                jd.localAnchorB.Set(0.0f, -0.5f);
                p1 = jd.BodyA.GetWorldPoint(jd.localAnchorA);
                p2 = jd.BodyB.GetWorldPoint(jd.localAnchorB);
                d = p2 - p1;
                jd.length = d.Length;
                m_joints[5] = m_world.CreateJoint(jd);

                jd.BodyA = m_bodies[2];
                jd.BodyB = m_bodies[3];
                jd.localAnchorA.Set(-0.5f, 0.0f);
                jd.localAnchorB.Set(0.5f, 0.0f);
                p1 = jd.BodyA.GetWorldPoint(jd.localAnchorA);
                p2 = jd.BodyB.GetWorldPoint(jd.localAnchorB);
                d = p2 - p1;
                jd.length = d.Length;
                m_joints[6] = m_world.CreateJoint(jd);

                jd.BodyA = m_bodies[3];
                jd.BodyB = m_bodies[0];
                jd.localAnchorA.Set(0.0f, -0.5f);
                jd.localAnchorB.Set(0.0f, 0.5f);
                p1 = jd.BodyA.GetWorldPoint(jd.localAnchorA);
                p2 = jd.BodyB.GetWorldPoint(jd.localAnchorB);
                d = p2 - p1;
                jd.length = d.Length;
                m_joints[7] = m_world.CreateJoint(jd);
            }
        }
Esempio n. 6
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        public void CreateLeg(float s, b2Vec2 wheelAnchor)
        {
            b2Vec2 p1 = new b2Vec2(5.4f * s, -6.1f);
            b2Vec2 p2 = new b2Vec2(7.2f * s, -1.2f);
            b2Vec2 p3 = new b2Vec2(4.3f * s, -1.9f);
            b2Vec2 p4 = new b2Vec2(3.1f * s, 0.8f);
            b2Vec2 p5 = new b2Vec2(6.0f * s, 1.5f);
            b2Vec2 p6 = new b2Vec2(2.5f * s, 3.7f);

            b2FixtureDef fd1 = new b2FixtureDef();
            b2FixtureDef fd2 = new b2FixtureDef();
            fd1.filter.groupIndex = -1;
            fd2.filter.groupIndex = -1;
            fd1.density = 1.0f;
            fd2.density = 1.0f;

            b2PolygonShape poly1 = new b2PolygonShape();
            b2PolygonShape poly2 = new b2PolygonShape();

            if (s > 0.0f)
            {
                b2Vec2[] vertices = new b2Vec2[3];

                vertices[0] = p1;
                vertices[1] = p2;
                vertices[2] = p3;
                poly1.Set(vertices, 3);

                vertices[0] = b2Vec2.Zero;
                vertices[1] = p5 - p4;
                vertices[2] = p6 - p4;
                poly2.Set(vertices, 3);
            }
            else
            {
                b2Vec2[] vertices = new b2Vec2[3];

                vertices[0] = p1;
                vertices[1] = p3;
                vertices[2] = p2;
                poly1.Set(vertices, 3);

                vertices[0] = b2Vec2.Zero;
                vertices[1] = p6 - p4;
                vertices[2] = p5 - p4;
                poly2.Set(vertices, 3);
            }

            fd1.shape = poly1;
            fd2.shape = poly2;

            b2BodyDef bd1  = new b2BodyDef();
            b2BodyDef bd2  = new b2BodyDef();
            bd1.type = b2BodyType.b2_dynamicBody;
            bd2.type = b2BodyType.b2_dynamicBody;
            bd1.position = m_offset;
            bd2.position = p4 + m_offset;

            bd1.angularDamping = 10.0f;
            bd2.angularDamping = 10.0f;

            b2Body body1 = m_world.CreateBody(bd1);
            b2Body body2 = m_world.CreateBody(bd2);

            body1.CreateFixture(fd1);
            body2.CreateFixture(fd2);

            b2DistanceJointDef djd = new b2DistanceJointDef();

            // Using a soft distance constraint can reduce some jitter.
            // It also makes the structure seem a bit more fluid by
            // acting like a suspension system.
            djd.dampingRatio = 0.5f;
            djd.frequencyHz = 10.0f;

            djd.Initialize(body1, body2, p2 + m_offset, p5 + m_offset);
            m_world.CreateJoint(djd);

            djd.Initialize(body1, body2, p3 + m_offset, p4 + m_offset);
            m_world.CreateJoint(djd);

            djd.Initialize(body1, m_wheel, p3 + m_offset, wheelAnchor + m_offset);
            m_world.CreateJoint(djd);

            djd.Initialize(body2, m_wheel, p6 + m_offset, wheelAnchor + m_offset);
            m_world.CreateJoint(djd);

            b2RevoluteJointDef rjd = new b2RevoluteJointDef();

            rjd.Initialize(body2, m_chassis, p4 + m_offset);
            m_world.CreateJoint(rjd);
        }
Esempio n. 7
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        // SIN REVISAR
        b2Joint j2b2Joint(b2World world, JObject jointValue)
        {
            b2Joint joint = null;

            int bodyIndexA = (int)jointValue["bodyA"];
            int bodyIndexB = (int)jointValue["bodyB"];
            if (bodyIndexA >= m_bodies.Count || bodyIndexB >= m_bodies.Count)
                return null;

            // set features common to all joints
            //var bodyA = m_bodies[bodyIndexA];
            //var bodyB = m_bodies[bodyIndexB];
            //var collideConnected = jointValue["collideConnected"] == null ? false : (bool)jointValue["collideConnected"];

            // keep these in scope after the if/else below
            b2RevoluteJointDef revoluteDef;
            b2PrismaticJointDef prismaticDef;
            b2DistanceJointDef distanceDef;
            b2PulleyJointDef pulleyDef;
            b2MouseJointDef mouseDef;
            b2GearJointDef gearDef;
            //b2WheelJoint wheelDef;
            b2WeldJointDef weldDef;
            b2FrictionJointDef frictionDef;
            b2RopeJointDef ropeDef;
            //MotorJoint motorDef;

            b2JointDef jointDef = null;

            b2Vec2 mouseJointTarget = new b2Vec2(0, 0);

            string type = jointValue["type"].ToString() == null ? "" : jointValue["type"].ToString();

            if (type == "revolute")
            {

                jointDef = revoluteDef = new b2RevoluteJointDef(); // JointFactory.CreateRevoluteJoint(world, bodyA, bodyB, jsonToVec("anchorB", jointValue));
                revoluteDef.localAnchorA = jsonToVec("anchorA", jointValue);
                revoluteDef.localAnchorB = jsonToVec("anchorB", jointValue);
                revoluteDef.referenceAngle = jsonToFloat("refAngle", jointValue);
                revoluteDef.enableLimit = jointValue["enableLimit"] == null ? false : (bool)jointValue["enableLimit"];
                revoluteDef.lowerAngle = jsonToFloat("lowerLimit", jointValue);
                revoluteDef.upperAngle = jsonToFloat("upperLimit", jointValue);
                revoluteDef.enableMotor = jointValue["enableMotor"] == null ? false : (bool)jointValue["enableMotor"];
                revoluteDef.motorSpeed = jsonToFloat("motorSpeed", jointValue);
                revoluteDef.maxMotorTorque = jsonToFloat("maxMotorTorque", jointValue);
            }
            else if (type == "prismatic")
            {
                jointDef = prismaticDef = new b2PrismaticJointDef(); //JointFactory.CreatePrismaticJoint(world, bodyA, bodyB, localAnchorB, localAxis);

                prismaticDef.localAnchorA = jsonToVec("anchorA", jointValue);
                prismaticDef.localAnchorB = jsonToVec("anchorB", jointValue);

                if (jointValue["localAxisA"] != null)
                    prismaticDef.localAxisA = jsonToVec("localAxisA", jointValue);
                else
                    prismaticDef.localAxisA = jsonToVec("localAxis1", jointValue);

                prismaticDef.referenceAngle = jsonToFloat("refAngle", jointValue);

                prismaticDef.enableLimit = jointValue["enableLimit"] == null ? false : (bool)jointValue["enableLimit"];

                prismaticDef.lowerTranslation = jsonToFloat("lowerLimit", jointValue);
                prismaticDef.upperTranslation = jsonToFloat("upperLimit", jointValue);

                prismaticDef.enableMotor = jointValue["enableMotor"] == null ? false : (bool)jointValue["enableMotor"];

                prismaticDef.motorSpeed = jsonToFloat("motorSpeed", jointValue);
                prismaticDef.maxMotorForce = jsonToFloat("maxMotorForce", jointValue);

            }
            else if (type == "distance")
            {

                jointDef = distanceDef = new b2DistanceJointDef();
                distanceDef.localAnchorA = jsonToVec("anchorA", jointValue);
                distanceDef.localAnchorB = jsonToVec("anchorB", jointValue);
                distanceDef.length = jsonToFloat("length", jointValue);
                distanceDef.frequencyHz = jsonToFloat("frequency", jointValue);
                distanceDef.dampingRatio = jsonToFloat("dampingRatio", jointValue);

            }
            else if (type == "pulley")
            {

                jointDef = pulleyDef = new b2PulleyJointDef();
                pulleyDef.groundAnchorA = jsonToVec("groundAnchorA", jointValue);
                pulleyDef.groundAnchorB = jsonToVec("groundAnchorB", jointValue);
                pulleyDef.localAnchorA = jsonToVec("anchorA", jointValue);
                pulleyDef.localAnchorB = jsonToVec("anchorB", jointValue);
                pulleyDef.lengthA = jsonToFloat("lengthA", jointValue);
                pulleyDef.lengthB = jsonToFloat("lengthB", jointValue);
                pulleyDef.ratio = jsonToFloat("ratio", jointValue);

            }
            else if (type == "mouse")
            {
                jointDef = mouseDef = new b2MouseJointDef();
                mouseJointTarget = jsonToVec("target", jointValue);
                mouseDef.target = jsonToVec("anchorB", jointValue);// alter after creating joint
                mouseDef.maxForce = jsonToFloat("maxForce", jointValue);
                mouseDef.frequencyHz = jsonToFloat("frequency", jointValue);
                mouseDef.dampingRatio = jsonToFloat("dampingRatio", jointValue);
            }
            // Gear joints are apparently not implemented in JBox2D yet, but
            // when they are, commenting out the following section should work.

            else if (type == "gear")
            {

                jointDef = gearDef = new b2GearJointDef();  //JointFactory.CreateGearJoint(world, joint1, joint2, ratio);
                int jointIndex1 = (int)jointValue["joint1"];
                int jointIndex2 = (int)jointValue["joint2"];
                var joint1 = m_joints[jointIndex1];
                var joint2 = m_joints[jointIndex2];
                var ratio = jsonToFloat("ratio", jointValue);

                //joint = gearDef = JointFactory.CreateGearJoint(world, joint1, joint2, ratio);

            }

            // Wheel joints are apparently not implemented in JBox2D yet, but
            // when they are, commenting out the following section should work.

            else if (type == "wheel")
            {

                jointDef = revoluteDef = new b2RevoluteJointDef();
                revoluteDef.localAnchorA = jsonToVec("anchorA", jointValue);
                revoluteDef.localAnchorB = jsonToVec("anchorB", jointValue);

                revoluteDef.enableMotor = jointValue["enableMotor"] == null ? false : (bool)jointValue["enableMotor"];

                revoluteDef.motorSpeed = jsonToFloat("motorSpeed", jointValue);
                revoluteDef.maxMotorTorque = jsonToFloat("maxMotorTorque", jointValue);

                //jointDef = wheelDef = new b2WheelJointDef(); //JointFactory.CreateWheelJoint(world, bodyA, bodyB, localAnchorB, localAxisA);

                //var localAnchorA = jsonToVec("anchorA", jointValue);
                //var localAnchorB = (jsonToVec("anchorB", jointValue));
                //var localAxisA = (jsonToVec("localAxisA", jointValue));
                //var enableMotor = jointValue["enableMotor"] == null ? false : (bool)jointValue["enableMotor"];
                //var motorSpeed = jsonToFloat("motorSpeed", jointValue);
                //var maxMotorTorque = jsonToFloat("maxMotorTorque", jointValue);
                //var frequencyHz = jsonToFloat("springFrequency", jointValue);
                //var dampingRatio = jsonToFloat("springDampingRatio", jointValue);

                //wheelDef.LocalAnchorA = localAnchorA;
                //wheelDef.LocalAnchorB = localAnchorB;
                //wheelDef.MotorEnabled = enableMotor;
                //wheelDef.MotorSpeed = motorSpeed;
                //wheelDef.SpringFrequencyHz = frequencyHz;
                //wheelDef.MaxMotorTorque = maxMotorTorque;
                //wheelDef.SpringDampingRatio = dampingRatio;
            }
            else if (type == "weld")
            {
                jointDef = weldDef = new b2WeldJointDef();
                weldDef.localAnchorA = jsonToVec("anchorA", jointValue);
                weldDef.localAnchorB = jsonToVec("anchorB", jointValue);
                weldDef.referenceAngle = 0;

            }
            else if (type == "friction")
            {
                jointDef = frictionDef = new b2FrictionJointDef();
                frictionDef.localAnchorA = jsonToVec("anchorA", jointValue);
                frictionDef.localAnchorB = jsonToVec("anchorB", jointValue);
                frictionDef.maxForce = jsonToFloat("maxForce", jointValue);
                frictionDef.maxTorque = jsonToFloat("maxTorque", jointValue);
            }
            else if (type == "rope")
            {
                jointDef = ropeDef = new b2RopeJointDef();
                ropeDef.localAnchorA = jsonToVec("anchorA", jointValue);
                ropeDef.localAnchorB = jsonToVec("anchorB", jointValue);
                ropeDef.maxLength = jsonToFloat("maxLength", jointValue);
            }

            //else if (type == "motor")
            //{
            //    var maxForce = jsonToFloat("maxForce", jointValue);
            //    var maxMotorTorque = jsonToFloat("maxTorque", jointValue);
            //    var angularOffset = jsonToFloat("refAngle", jointValue);

            //    joint = motorDef = new MotorJoint(bodyA, bodyB);
            //    world.AddJoint(joint);
            //    motorDef.LinearOffset = jsonToVec("anchorA", jointValue);
            //    motorDef.MaxForce = maxForce;
            //    motorDef.MaxTorque = maxMotorTorque;
            //    motorDef.AngularOffset = angularOffset;
            //}

            if (null != jointDef)
            {
                // set features common to all joints
                jointDef.BodyA = m_bodies[bodyIndexA];
                jointDef.BodyB = m_bodies[bodyIndexB];

                jointDef.CollideConnected = jointValue["collideConnected"] == null ? false : (bool)jointValue["collideConnected"];

                joint = world.CreateJoint(jointDef);

                if (type.Equals("mouse"))
                    ((b2MouseJoint)joint).SetTarget(mouseJointTarget);

                String jointName = jointValue["name"] == null ? "" : (string)jointValue["name"];

                if (!jointName.Equals(""))
                {
                    SetJointName(joint, jointName);
                }
            }

            return joint;
        }