コード例 #1
0
        /// <summary>
        /// Creates a prsimatic joint
        /// </summary>
        /// <param name="bodyA"></param>
        /// <param name="bodyB"></param>
        /// <param name="localanchorB"></param>
        /// <param name="axis"></param>
        /// <returns></returns>
        public static FSPrismaticJoint CreatePrismaticJoint(FSBody bodyA, FSBody bodyB, FVector2 localanchorB, FVector2 axis)
        {
            FVector2         localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(localanchorB));
            FSPrismaticJoint joint        = new FSPrismaticJoint(bodyA, bodyB, localanchorA, localanchorB, axis);

            return(joint);
        }
コード例 #2
0
        /// <summary>
        /// Creates a prismatic joint and adds it to the world
        /// </summary>
        /// <param name="world"></param>
        /// <param name="bodyA"></param>
        /// <param name="bodyB"></param>
        /// <param name="localanchorB"></param>
        /// <param name="axis"></param>
        /// <returns></returns>
        public static FSPrismaticJoint CreatePrismaticJoint(FSWorld world, FSBody bodyA, FSBody bodyB, FVector2 localanchorB,
                                                            FVector2 axis)
        {
            FSPrismaticJoint joint = CreatePrismaticJoint(bodyA, bodyB, localanchorB, axis);

            world.AddJoint(joint);
            return(joint);
        }
コード例 #3
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    public override void InitJoint()
    {
        base.InitJoint ();

        //Microsoft.Xna.Framework.FVector2 angleV = new Microsoft.Xna.Framework.FVector2(BodyB.PhysicsBody.Position.X - BodyA.PhysicsBody.Position.X, BodyB.PhysicsBody.Position.Y - BodyA.PhysicsBody.Position.Y);
        float ang = Mathf.Atan2(BodyB.PhysicsBody.Position.Y - BodyA.PhysicsBody.Position.Y, BodyB.PhysicsBody.Position.X - BodyA.PhysicsBody.Position.X);
        Microsoft.Xna.Framework.FVector2 angleV = new Microsoft.Xna.Framework.FVector2(Mathf.Cos(ang), Mathf.Sin(ang));
        //angleV.Normalize();
        joint = FarseerPhysics.Factories.JointFactory.CreatePrismaticJoint(FSWorldComponent.PhysicsWorld,
            BodyA.PhysicsBody,
            BodyB.PhysicsBody,
            Microsoft.Xna.Framework.FVector2.Zero,
            angleV);
        joint.CollideConnected = CollideConnected;
        //joint.Frequency = Frequency;
        //joint.DampingRatio = 0.5f; d
    }
コード例 #4
0
    public override void InitJoint()
    {
        base.InitJoint();

        //Microsoft.Xna.Framework.FVector2 angleV = new Microsoft.Xna.Framework.FVector2(BodyB.PhysicsBody.Position.X - BodyA.PhysicsBody.Position.X, BodyB.PhysicsBody.Position.Y - BodyA.PhysicsBody.Position.Y);
        float ang = Mathf.Atan2(BodyB.PhysicsBody.Position.Y - BodyA.PhysicsBody.Position.Y, BodyB.PhysicsBody.Position.X - BodyA.PhysicsBody.Position.X);

        Microsoft.Xna.Framework.FVector2 angleV = new Microsoft.Xna.Framework.FVector2(Mathf.Cos(ang), Mathf.Sin(ang));
        //angleV.Normalize();
        joint = FarseerPhysics.Factories.JointFactory.CreatePrismaticJoint(FSWorldComponent.PhysicsWorld,
                                                                           BodyA.PhysicsBody,
                                                                           BodyB.PhysicsBody,
                                                                           Microsoft.Xna.Framework.FVector2.Zero,
                                                                           angleV);
        joint.CollideConnected = CollideConnected;
        //joint.Frequency = Frequency;
        //joint.DampingRatio = 0.5f; d
    }
コード例 #5
0
ファイル: JointFactory.cs プロジェクト: horsman/survival
 /// <summary>
 /// Creates a prsimatic joint
 /// </summary>
 /// <param name="bodyA"></param>
 /// <param name="bodyB"></param>
 /// <param name="localanchorB"></param>
 /// <param name="axis"></param>
 /// <returns></returns>
 public static FSPrismaticJoint CreatePrismaticJoint(FSBody bodyA, FSBody bodyB, FVector2 localanchorB, FVector2 axis)
 {
     FVector2 localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(localanchorB));
     FSPrismaticJoint joint = new FSPrismaticJoint(bodyA, bodyB, localanchorA, localanchorB, axis);
     return joint;
 }