/// <summary> /// Creates a revolute joint. /// </summary> /// <param name="bodyA"></param> /// <param name="bodyB"></param> /// <param name="localAnchorB">The anchor of bodyB in local coordinates</param> /// <returns></returns> public static RevoluteJoint CreateRevoluteJoint(PhysicsBody bodyA, PhysicsBody bodyB, Vector2 localAnchorB) { Vector2 localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(localAnchorB)); RevoluteJoint joint = new RevoluteJoint(bodyA, bodyB, localanchorA, localAnchorB); return joint; }
/// <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 PrismaticJoint CreatePrismaticJoint(PhysicsBody bodyA, PhysicsBody bodyB, Vector2 localanchorB, Vector2 axis) { Vector2 localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(localanchorB)); PrismaticJoint joint = new PrismaticJoint(bodyA, bodyB, localanchorA, localanchorB, axis); return joint; }