/// <summary> /// Destroy a joint. This may cause the connected bodies to begin colliding. /// </summary> /// <param name="joint">The joint.</param> public void RemoveJoint(Joint joint) { //You are removing a joint twice? Debug.Assert(!_jointRemoveList.Contains(joint)); if (!_jointRemoveList.Contains(joint)) _jointRemoveList.Add(joint); }
/// <summary> /// Create a joint to constrain bodies together. This may cause the connected bodies to cease colliding. /// </summary> /// <param name="joint">The joint.</param> public void AddJoint(Joint joint) { //You are adding the same joint twice? Debug.Assert(!_jointAddList.Contains(joint)); if (!_jointAddList.Contains(joint)) _jointAddList.Add(joint); }
public void Add(Joint joint) { Debug.Assert(JointCount < _jointCapacity); _joints[JointCount++] = joint; }
/// <summary> /// Requires two existing revolute or prismatic joints (any combination will work). /// The provided joints must attach a dynamic body to a static body. /// </summary> /// <param name="jointA">The first joint.</param> /// <param name="jointB">The second joint.</param> /// <param name="ratio">The ratio.</param> public GearJoint(Joint jointA, Joint jointB, float ratio) : base(jointA.BodyA, jointA.BodyB) { JointType = JointType.Gear; JointA = jointA; JointB = jointB; Ratio = ratio; JointType type1 = jointA.JointType; JointType type2 = jointB.JointType; // Make sure its the right kind of joint Debug.Assert(type1 == JointType.Revolute || type1 == JointType.Prismatic || type1 == JointType.FixedRevolute || type1 == JointType.FixedPrismatic); Debug.Assert(type2 == JointType.Revolute || type2 == JointType.Prismatic || type2 == JointType.FixedRevolute || type2 == JointType.FixedPrismatic); // In the case of a prismatic and revolute joint, the first body must be static. if (type1 == JointType.Revolute || type1 == JointType.Prismatic) Debug.Assert(jointA.BodyA.BodyType == BodyType.Static); if (type2 == JointType.Revolute || type2 == JointType.Prismatic) Debug.Assert(jointB.BodyA.BodyType == BodyType.Static); float coordinate1 = 0.0f, coordinate2 = 0.0f; switch (type1) { case JointType.Revolute: BodyA = jointA.BodyB; _revolute1 = (RevoluteJoint) jointA; LocalAnchor1 = _revolute1.LocalAnchorB; coordinate1 = _revolute1.JointAngle; break; case JointType.Prismatic: BodyA = jointA.BodyB; _prismatic1 = (PrismaticJoint) jointA; LocalAnchor1 = _prismatic1.LocalAnchorB; coordinate1 = _prismatic1.JointTranslation; break; case JointType.FixedRevolute: BodyA = jointA.BodyA; _fixedRevolute1 = (FixedRevoluteJoint) jointA; LocalAnchor1 = _fixedRevolute1.LocalAnchorA; coordinate1 = _fixedRevolute1.JointAngle; break; case JointType.FixedPrismatic: BodyA = jointA.BodyA; _fixedPrismatic1 = (FixedPrismaticJoint) jointA; LocalAnchor1 = _fixedPrismatic1.LocalAnchorA; coordinate1 = _fixedPrismatic1.JointTranslation; break; } switch (type2) { case JointType.Revolute: BodyB = jointB.BodyB; _revolute2 = (RevoluteJoint) jointB; LocalAnchor2 = _revolute2.LocalAnchorB; coordinate2 = _revolute2.JointAngle; break; case JointType.Prismatic: BodyB = jointB.BodyB; _prismatic2 = (PrismaticJoint) jointB; LocalAnchor2 = _prismatic2.LocalAnchorB; coordinate2 = _prismatic2.JointTranslation; break; case JointType.FixedRevolute: BodyB = jointB.BodyA; _fixedRevolute2 = (FixedRevoluteJoint) jointB; LocalAnchor2 = _fixedRevolute2.LocalAnchorA; coordinate2 = _fixedRevolute2.JointAngle; break; case JointType.FixedPrismatic: BodyB = jointB.BodyA; _fixedPrismatic2 = (FixedPrismaticJoint) jointB; LocalAnchor2 = _fixedPrismatic2.LocalAnchorA; coordinate2 = _fixedPrismatic2.JointTranslation; break; } _ant = coordinate1 + Ratio*coordinate2; }
public static GearJoint CreateGearJoint(World world, Joint jointA, Joint jointB, float ratio) { GearJoint gearJoint = new GearJoint(jointA, jointB, ratio); world.AddJoint(gearJoint); return gearJoint; }