public PrismaticJoint(World world, RigidBody body1, RigidBody body2, FP minimumDistance, FP maximumDistance) : base(world) { this.fixedAngle = new FixedAngle(body1, body2); this.pointOnLine = new PointOnLine(body1, body2, body1.position, body2.position); this.minDistance = new PointPointDistance(body1, body2, body1.position, body2.position); this.minDistance.Behavior = PointPointDistance.DistanceBehavior.LimitMinimumDistance; this.minDistance.Distance = minimumDistance; this.maxDistance = new PointPointDistance(body1, body2, body1.position, body2.position); this.maxDistance.Behavior = PointPointDistance.DistanceBehavior.LimitMaximumDistance; this.maxDistance.Distance = maximumDistance; }
public PrismaticJoint(World world, RigidBody body1, RigidBody body2, TSVector pointOnBody1, TSVector pointOnBody2, FP maximumDistance, FP minimumDistance) : base(world) { this.fixedAngle = new FixedAngle(body1, body2); this.pointOnLine = new PointOnLine(body1, body2, pointOnBody1, pointOnBody2); }
public PrismaticJoint(World world, RigidBody body1, RigidBody body2) : base(world) { this.fixedAngle = new FixedAngle(body1, body2); this.pointOnLine = new PointOnLine(body1, body2, body1.position, body2.position); }