/// <summary> /// Creates an angle joint. /// </summary> /// <param name="world">The world.</param> /// <param name="bodyA">The first body.</param> /// <param name="bodyB">The second body.</param> /// <returns></returns> public static FSAngleJoint CreateAngleJoint(FSWorld world, FSBody bodyA, FSBody bodyB) { FSAngleJoint angleJoint = new FSAngleJoint(bodyA, bodyB); world.AddJoint(angleJoint); return angleJoint; }
public override void InitJoint() { joint = JointFactory.CreateAngleJoint(FSWorldComponent.PhysicsWorld, BodyA.PhysicsBody, BodyB.PhysicsBody); joint.BiasFactor = BiasFactor; joint.Softness = Softness; joint.CollideConnected = CollideConnected; base.InitJoint(); }
/// <summary> /// Creates an angle joint. /// </summary> /// <param name="world">The world.</param> /// <param name="bodyA">The first body.</param> /// <param name="bodyB">The second body.</param> /// <returns></returns> public static FSAngleJoint CreateAngleJoint(FSWorld world, FSBody bodyA, FSBody bodyB) { FSAngleJoint angleJoint = new FSAngleJoint(bodyA, bodyB); world.AddJoint(angleJoint); return(angleJoint); }