Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, max lengths for each side, and a pulley ratio.
Inheritance: JointDef
コード例 #1
0
ファイル: PulleyJoint.cs プロジェクト: levi1994/LitDev
 public PulleyJoint(PulleyJointDef def) : base(def)
 {
     this._ground        = this._body1.GetWorld().GetGroundBody();
     this._groundAnchor1 = def.GroundAnchor1 - this._ground.GetXForm().Position;
     this._groundAnchor2 = def.GroundAnchor2 - this._ground.GetXForm().Position;
     this._localAnchor1  = def.LocalAnchor1;
     this._localAnchor2  = def.LocalAnchor2;
     Box2DXDebug.Assert(def.Ratio != 0f);
     this._ratio         = def.Ratio;
     this._constant      = def.Length1 + this._ratio * def.Length2;
     this._maxLength1    = Box2DX.Common.Math.Min(def.MaxLength1, this._constant - this._ratio * PulleyJoint.MinPulleyLength);
     this._maxLength2    = Box2DX.Common.Math.Min(def.MaxLength2, (this._constant - PulleyJoint.MinPulleyLength) / this._ratio);
     this._impulse       = 0f;
     this._limitImpulse1 = 0f;
     this._limitImpulse2 = 0f;
 }
コード例 #2
0
ファイル: PulleyJoint.cs プロジェクト: litdev1/LitDev
 public PulleyJoint(PulleyJointDef def)
     : base(def)
 {
     this._ground = this._body1.GetWorld().GetGroundBody();
     this._groundAnchor1 = def.GroundAnchor1 - this._ground.GetXForm().Position;
     this._groundAnchor2 = def.GroundAnchor2 - this._ground.GetXForm().Position;
     this._localAnchor1 = def.LocalAnchor1;
     this._localAnchor2 = def.LocalAnchor2;
     Box2DXDebug.Assert(def.Ratio != 0f);
     this._ratio = def.Ratio;
     this._constant = def.Length1 + this._ratio * def.Length2;
     this._maxLength1 = Box2DX.Common.Math.Min(def.MaxLength1, this._constant - this._ratio * PulleyJoint.MinPulleyLength);
     this._maxLength2 = Box2DX.Common.Math.Min(def.MaxLength2, (this._constant - PulleyJoint.MinPulleyLength) / this._ratio);
     this._impulse = 0f;
     this._limitImpulse1 = 0f;
     this._limitImpulse2 = 0f;
 }
コード例 #3
0
ファイル: Pulleys.cs プロジェクト: colgreen/box2dx
		public Pulleys()
		{
			Body ground = null;
			{
				PolygonDef sd = new PolygonDef();
				sd.SetAsBox(50.0f, 10.0f);

				BodyDef bd = new BodyDef();
				bd.Position.Set(0.0f, -10.0f);
				ground = _world.CreateBody(bd);
				ground.CreateShape(sd);
			}

			{
				float a = 2.0f;
				float b = 4.0f;
				float y = 16.0f;
				float L = 12.0f;

				PolygonDef sd = new PolygonDef();
				sd.SetAsBox(a, b);
				sd.Density = 5.0f;

				BodyDef bd = new BodyDef();

				bd.Position.Set(-10.0f, y);
				Body body1 = _world.CreateBody(bd);
				body1.CreateShape(sd);
				body1.SetMassFromShapes();

				bd.Position.Set(10.0f, y);
				Body body2 = _world.CreateBody(bd);
				body2.CreateShape(sd);
				body2.SetMassFromShapes();

				PulleyJointDef pulleyDef = new PulleyJointDef();
				Vec2 anchor1 = new Vec2(-10.0f, y + b);
				Vec2 anchor2 = new Vec2(10.0f, y + b);
				Vec2 groundAnchor1 = new Vec2(-10.0f, y + b + L);
				Vec2 groundAnchor2 = new Vec2(10.0f, y + b + L);
				pulleyDef.Initialize(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, 2.0f);

				_joint1 = (PulleyJoint)_world.CreateJoint(pulleyDef);
			}
		}
コード例 #4
0
ファイル: PulleyJoint.cs プロジェクト: vb0067/LGame
        public PulleyJoint(PulleyJointDef def)
            : base(def)
        {
            _groundAnchor1 = def.GroundAnchor1;
            _groundAnchor2 = def.GroundAnchor2;
            _localAnchor1  = def.LocalAnchor1;
            _localAnchor2  = def.LocalAnchor2;

            Box2DXDebug.Assert(def.Ratio != 0.0f);
            _ratio = def.Ratio;

            _constant = def.Length1 + _ratio * def.Length2;

            _maxLength1 = Common.Math.Min(def.MaxLength1, _constant - _ratio * PulleyJoint.MinPulleyLength);
            _maxLength2 = Common.Math.Min(def.MaxLength2, (_constant - PulleyJoint.MinPulleyLength) / _ratio);

            _impulse       = 0.0f;
            _limitImpulse1 = 0.0f;
            _limitImpulse2 = 0.0f;
        }
コード例 #5
0
ファイル: Pulleys.cs プロジェクト: rbrother/seikkailulaakso
        public Pulleys()
        {
            Body ground = null;
            {
                BodyDef bd = new BodyDef();
                ground = _world.CreateBody(bd);

                PolygonShape shape = new PolygonShape();
                shape.SetAsEdge(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0);
            }

            {
                float a = 2.0f;
                float b = 4.0f;
                float y = 16.0f;
                float L = 12.0f;

                PolygonShape shape = new PolygonShape();
                shape.SetAsBox(a, b);

                BodyDef bd = new BodyDef();

                bd.Position.Set(-10.0f, y);
                Body body1 = _world.CreateBody(bd);
                body1.CreateFixture(shape, 5.0f);

                bd.Position.Set(10.0f, y);
                Body body2 = _world.CreateBody(bd);
                body2.CreateFixture(shape, 5.0f);

                PulleyJointDef pulleyDef = new PulleyJointDef();
                Vec2 anchor1 = new Vec2(-10.0f, y + b);
                Vec2 anchor2 = new Vec2(10.0f, y + b);
                Vec2 groundAnchor1 = new Vec2(-10.0f, y + b + L);
                Vec2 groundAnchor2 = new Vec2(10.0f, y + b + L);
                pulleyDef.Initialize(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, 2.0f);

                _joint1 = (PulleyJoint)_world.CreateJoint(pulleyDef);
            }
        }
コード例 #6
0
        public PulleyJoint(PulleyJointDef def)
            : base(def)
        {
            _ground        = _body1.GetWorld().GetGroundBody();
            _groundAnchor1 = def.GroundAnchor1 - _ground.GetTransform().position;
            _groundAnchor2 = def.GroundAnchor2 - _ground.GetTransform().position;
            _localAnchor1  = def.LocalAnchor1;
            _localAnchor2  = def.LocalAnchor2;

            Box2DXDebug.Assert(def.Ratio != 0.0f);
            _ratio = def.Ratio;

            _constant = def.Length1 + _ratio * def.Length2;

            _maxLength1 = Common.Math.Min(def.MaxLength1, _constant - _ratio * PulleyJoint.MinPulleyLength);
            _maxLength2 = Common.Math.Min(def.MaxLength2, (_constant - PulleyJoint.MinPulleyLength) / _ratio);

            _impulse       = 0.0f;
            _limitImpulse1 = 0.0f;
            _limitImpulse2 = 0.0f;
        }
コード例 #7
0
        public PulleyJoint(PulleyJointDef def)
            : base(def)
        {
            _ground = _body1.GetWorld().GetGroundBody();
            _groundAnchor1 = def.GroundAnchor1 - _ground.GetXForm().Position;
            _groundAnchor2 = def.GroundAnchor2 - _ground.GetXForm().Position;
            _localAnchor1 = def.LocalAnchor1;
            _localAnchor2 = def.LocalAnchor2;

            Box2DXDebug.Assert(def.Ratio != 0.0f);
            _ratio = def.Ratio;

            _constant = def.Length1 + _ratio * def.Length2;

            _maxLength1 = Common.Math.Min(def.MaxLength1, _constant - _ratio * PulleyJoint.MinPulleyLength);
            _maxLength2 = Common.Math.Min(def.MaxLength2, (_constant - PulleyJoint.MinPulleyLength) / _ratio);

            _impulse = 0.0f;
            _limitImpulse1 = 0.0f;
            _limitImpulse2 = 0.0f;
        }