/// <summary> /// Constructor for fixed joint /// </summary> protected Joint(Body body) { BodyA = body; //Connected bodies should not collide by default CollideConnected = false; EdgeA = new JointEdge(); }
public JointEdge Copy() { JointEdge result = new JointEdge(); result.Joint = this.Joint; result.Next = this.Next; result.Other = this.Other; result.Prev = this.Prev; return(result); }
protected Joint(Body body, Body bodyB) { Debug.Assert(body != bodyB); BodyA = body; EdgeA = new JointEdge(); BodyB = bodyB; EdgeB = new JointEdge(); //Connected bodies should not collide by default CollideConnected = false; }
public Joint Copy() { Joint result = (Joint)this.MemberwiseClone(); JointEdge resultEdgeA = EdgeA.Copy(); resultEdgeA.Joint = result; result.EdgeA = resultEdgeA; JointEdge resultEdgeB = EdgeB.Copy(); resultEdgeB.Joint = result; result.EdgeB = resultEdgeB; return(result); }
void removeJoints(JointEdge jointEdge) { scene.World.RemoveJoint(jointEdge.Joint); if (jointEdge.Next != null) removeJoints(jointEdge.Next); }
/// <summary> /// Constructor for fixed joint /// </summary> protected Joint(Body body) { BodyA = body; //Connected bodies should not collide by default CollideConnected = false; EdgeA = new JointEdge(); }
protected Joint(Body body, Body bodyB) { Debug.Assert(body != bodyB); BodyA = body; EdgeA = new JointEdge(); BodyB = bodyB; EdgeB = new JointEdge(); //Connected bodies should not collide by default CollideConnected = false; }