本文整理汇总了C#中FarseerPhysics.Dynamics.Joints.RevoluteJoint类的典型用法代码示例。如果您正苦于以下问题:C# RevoluteJoint类的具体用法?C# RevoluteJoint怎么用?C# RevoluteJoint使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
RevoluteJoint类属于FarseerPhysics.Dynamics.Joints命名空间,在下文中一共展示了RevoluteJoint类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: HumanoidBody
public HumanoidBody(World world, Vector2 dimensions, object userData)
{
_torsoHeight = dimensions.Y - dimensions.X/2f;
Torso = BodyFactory.CreateRectangle(
world: world,
width: dimensions.X,
height: _torsoHeight,
density: 1f,
position: Vector2.UnitX*20,
userData: userData);
Torso.BodyType = BodyType.Dynamic;
Wheel = BodyFactory.CreateCircle(
world: world,
radius: dimensions.X/2f,
density: 1f,
position: Torso.Position + new Vector2(0, _torsoHeight/2),
userData: userData);
Wheel.BodyType = BodyType.Dynamic;
Wheel.Friction = float.MaxValue;
Wheel.Restitution = float.MinValue;
JointFactory.CreateFixedAngleJoint(world, Torso);
Motor = JointFactory.CreateRevoluteJoint(world, Torso, Wheel, Vector2.Zero);
Motor.MotorEnabled = true;
Motor.MaxMotorTorque = 10;
}
开发者ID:victorMoneratto,项目名称:infinite-island,代码行数:31,代码来源:HumanoidBody.cs
示例2: AttachBodiesWithRevoluteJoint
/// <summary>
/// Attaches the bodies with revolute joints.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="bodies">The bodies.</param>
/// <param name="localAnchorA">The local anchor A.</param>
/// <param name="localAnchorB">The local anchor B.</param>
/// <param name="connectFirstAndLast">if set to <c>true</c> [connect first and last].</param>
/// <param name="collideConnected">if set to <c>true</c> [collide connected].</param>
public static List<RevoluteJoint> AttachBodiesWithRevoluteJoint(World world, List<Body> bodies,
Vector2 localAnchorA,
Vector2 localAnchorB, bool connectFirstAndLast,
bool collideConnected)
{
List<RevoluteJoint> joints = new List<RevoluteJoint>(bodies.Count + 1);
for (int i = 1; i < bodies.Count; i++)
{
RevoluteJoint joint = new RevoluteJoint(bodies[i], bodies[i - 1], localAnchorA, localAnchorB);
joint.CollideConnected = collideConnected;
world.AddJoint(joint);
joints.Add(joint);
}
if (connectFirstAndLast)
{
RevoluteJoint lastjoint = new RevoluteJoint(bodies[0], bodies[bodies.Count - 1], localAnchorA,
localAnchorB);
lastjoint.CollideConnected = collideConnected;
world.AddJoint(lastjoint);
joints.Add(lastjoint);
}
return joints;
}
开发者ID:pbhogan,项目名称:FarseerUnity,代码行数:35,代码来源:PathManager.cs
示例3: CreateRevoluteJoint
/// <summary>
/// Creates a revolute joint and adds it to the world
/// </summary>
/// <param name="world"></param>
/// <param name="bodyA"></param>
/// <param name="bodyB"></param>
/// <param name="anchorB"></param>
/// <returns></returns>
public static RevoluteJoint CreateRevoluteJoint(World world, Body bodyA, Body bodyB, Vector2 anchorB)
{
Vector2 localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(anchorB));
RevoluteJoint joint = new RevoluteJoint(bodyA, bodyB, localanchorA, anchorB);
world.AddJoint(joint);
return joint;
}
开发者ID:Alexz18z35z,项目名称:Gibbo2D,代码行数:15,代码来源:JointFactory.cs
示例4: ChainTest
private ChainTest()
{
//Ground
Body ground = BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
{
const float y = 25.0f;
Body prevBody = ground;
for (int i = 0; i < 30; ++i)
{
Body body = BodyFactory.CreateRectangle(World, 1.2f, 0.25f, 20, new Vector2(0.5f + i, y));
body.BodyType = BodyType.Dynamic;
body.Friction = 0.2f;
Vector2 anchor = new Vector2(i, y);
RevoluteJoint joint = new RevoluteJoint(prevBody, body, anchor, true);
//The chain is breakable
joint.Breakpoint = 10000f;
World.AddJoint(joint);
prevBody = body;
}
}
}
开发者ID:RCGame,项目名称:FarseerPhysics,代码行数:25,代码来源:ChainTest.cs
示例5: CreateRevoluteJoint
public static RevoluteJoint CreateRevoluteJoint( World world, Body bodyA, Body bodyB, Vector2 anchor )
{
var localanchorA = bodyA.getLocalPoint( bodyB.getWorldPoint( anchor ) );
var joint = new RevoluteJoint( bodyA, bodyB, localanchorA, anchor );
world.addJoint( joint );
return joint;
}
开发者ID:prime31,项目名称:Nez,代码行数:7,代码来源:JointFactory.cs
示例6: CreatePlayerPhysicsObjects
private void CreatePlayerPhysicsObjects(Vector2 gameWorldPosition)
{
MainFixture = FixtureFactory.CreateRectangle(Engine.Physics.World, 0.5f, 0.5f, 1);
MainFixture.CollisionFilter.CollisionCategories = (Category)(Global.CollisionCategories.Player);
Bodies.Add(MainFixture.Body);
MainFixture.Body.Position = Engine.Physics.PositionToPhysicsWorld(gameWorldPosition);
MainFixture.Body.BodyType = BodyType.Dynamic;
MainFixture.Body.SleepingAllowed = false;
WheelFixture = FixtureFactory.CreateCircle(Engine.Physics.World, 0.3f, 1.0f);
WheelFixture.CollisionFilter.CollisionCategories = (Category)(Global.CollisionCategories.Player);
Bodies.Add(WheelFixture.Body);
WheelFixture.Body.Position = MainFixture.Body.Position + new Vector2(0.0f, 0.6f);
WheelFixture.Body.BodyType = BodyType.Dynamic;
WheelFixture.Body.SleepingAllowed = false;
WheelFixture.Friction = 0.5f;
playerFAJ = JointFactory.CreateFixedAngleJoint(Engine.Physics.World, MainFixture.Body);
playerFAJ.BodyB = WheelFixture.Body;
wheelMotorRevJoint = JointFactory.CreateRevoluteJoint(MainFixture.Body, WheelFixture.Body, Vector2.Zero);
wheelMotorRevJoint.MaxMotorTorque = 10.0f;
wheelMotorRevJoint.MotorEnabled = true;
Engine.Physics.World.AddJoint(wheelMotorRevJoint);
}
开发者ID:PhoenixWright,项目名称:NePlus,代码行数:26,代码来源:PlayerPhysicsComponent.cs
示例7: Tumbler
private Tumbler()
{
var ground = BodyFactory.CreateBody(World);
var body = BodyFactory.CreateBody(World);
body.BodyType = BodyType.Dynamic;
body.Position = new Vector2(0.0f, 10.0f);
PolygonShape shape = new PolygonShape(5);
shape.SetAsBox(0.5f, 10.0f, new Vector2(10.0f, 0.0f), 0.0f);
body.CreateFixture(shape);
shape.SetAsBox(0.5f, 10.0f, new Vector2(-10.0f, 0.0f), 0.0f);
body.CreateFixture(shape);
shape.SetAsBox(10.0f, 0.5f, new Vector2(0.0f, 10.0f), 0.0f);
body.CreateFixture(shape);
shape.SetAsBox(10.0f, 0.5f, new Vector2(0.0f, -10.0f), 0.0f);
body.CreateFixture(shape);
var jd = new RevoluteJoint(ground, body, new Vector2(0.0f, 10.0f), new Vector2(0.0f, 0.0f));
jd.ReferenceAngle = 0.0f;
jd.MotorSpeed = 0.05f * MathHelper.Pi;
jd.MaxMotorTorque = 1e8f;
jd.MotorEnabled = true;
World.AddJoint(jd);
}
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:29,代码来源:Tumbler.cs
示例8: RopeGrabComponent
public RopeGrabComponent(int entityId, RopeComponent ropeComponent, RevoluteJoint joint, float progress)
{
_entityId = entityId;
_ropeComponent = ropeComponent;
_joint = joint;
_progress = progress;
}
开发者ID:klutch,项目名称:Loderpit,代码行数:7,代码来源:RopeGrabComponent.cs
示例9: RopeNode
public RopeNode(Body body, RevoluteJoint joint, float halfLength)
{
_ropeNodeTextures = ropeNodeTextures;
_body = body;
_joint = joint;
_halfLength = halfLength;
}
开发者ID:klutch,项目名称:StasisEngine,代码行数:7,代码来源:RopeNode.cs
示例10: CompositePhysicsObject
public CompositePhysicsObject(World world, PhysicsObject physObA, PhysicsObject physObB, Vector2 relativeJointPosition)
{
this.physObA = physObA;
this.physObB = physObB;
revJoint = JointFactory.CreateRevoluteJoint(world, physObA.fixture.Body, physObB.fixture.Body, ConvertUnits.ToSimUnits(relativeJointPosition));
physObA.fixture.IgnoreCollisionWith(physObB.fixture);
physObB.fixture.IgnoreCollisionWith(physObA.fixture);
}
开发者ID:psykano,项目名称:STFU-xna,代码行数:8,代码来源:CompositePhysicsObject.cs
示例11: CharacterComponent
public CharacterComponent(int entityId, Body body, Body feet, RevoluteJoint feetJoint, CharacterClass characterClass)
{
_entityId = entityId;
_body = body;
_feet = feet;
_feetJoint = feetJoint;
_characterClass = characterClass;
}
开发者ID:klutch,项目名称:Loderpit,代码行数:8,代码来源:CharacterComponent.cs
示例12: RevoluteTest
private RevoluteTest()
{
//Ground
Body ground = BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
{
Body bodyB = BodyFactory.CreateCircle(World, 0.5f, 5f, new Vector2(-10.0f, 20.0f));
bodyB.BodyType = BodyType.Dynamic;
const float w = 100.0f;
bodyB.AngularVelocity = w;
bodyB.LinearVelocity = new Vector2(-8.0f * w, 0.0f);
_joint = new RevoluteJoint(ground, bodyB, new Vector2(-10.0f, 12.0f), true);
_joint.MotorSpeed = 1.0f * Settings.Pi;
_joint.MaxMotorTorque = 10000.0f;
_joint.MotorEnabled = false;
_joint.LowerLimit = -0.25f * Settings.Pi;
_joint.UpperLimit = 0.5f * Settings.Pi;
_joint.LimitEnabled = true;
_joint.CollideConnected = true;
World.AddJoint(_joint);
}
{
Body ball = BodyFactory.CreateCircle(World, 3.0f, 5.0f, new Vector2(5.0f, 30.0f));
ball.BodyType = BodyType.Dynamic;
ball.CollisionCategories = Category.Cat1;
Vertices polygonVertices = PolygonTools.CreateRectangle(10.0f, 0.2f, new Vector2(-10.0f, 0.0f), 0.0f);
Body polygonBody = BodyFactory.CreatePolygon(World, polygonVertices, 2, new Vector2(20, 10));
polygonBody.BodyType = BodyType.Dynamic;
polygonBody.IsBullet = true;
RevoluteJoint joint = new RevoluteJoint(ground, polygonBody, new Vector2(20, 10), true);
joint.LowerLimit = -0.25f * Settings.Pi;
joint.UpperLimit = 0.0f * Settings.Pi;
joint.LimitEnabled = true;
World.AddJoint(joint);
}
// Tests mass computation of a small object far from the origin
{
Vertices verts = new Vertices(3);
verts.Add(new Vector2(17.63f, 36.31f));
verts.Add(new Vector2(17.52f, 36.69f));
verts.Add(new Vector2(17.19f, 36.36f));
Body polyShape = BodyFactory.CreatePolygon(World, verts, 1);
polyShape.BodyType = BodyType.Dynamic;
}
}
开发者ID:boris2,项目名称:mmogameproject2,代码行数:55,代码来源:RevoluteTest.cs
示例13: RevoluteTest
private RevoluteTest()
{
//Ground
var ground = BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
{
//The big fixed wheel
CircleShape shape = new CircleShape(5.0f, 5);
Body body = BodyFactory.CreateBody(World);
body.Position = new Vector2(-10.0f, 15.0f);
body.BodyType = BodyType.Dynamic;
body.CreateFixture(shape);
_fixedJoint = new FixedRevoluteJoint(body, Vector2.Zero, body.Position);
_fixedJoint.MotorSpeed = 0.25f * Settings.Pi;
_fixedJoint.MaxMotorTorque = 5000.0f;
_fixedJoint.MotorEnabled = true;
World.AddJoint(_fixedJoint);
// The small gear attached to the big one
Body body1 = BodyFactory.CreateGear(World, 1.5f, 10, 0.1f, 1, 1);
body1.Position = new Vector2(-10.0f, 12.0f);
body1.BodyType = BodyType.Dynamic;
_joint = new RevoluteJoint(body, body1, body.GetLocalPoint(body1.Position),
Vector2.Zero);
_joint.MotorSpeed = 1.0f * Settings.Pi;
_joint.MaxMotorTorque = 5000.0f;
_joint.MotorEnabled = true;
_joint.CollideConnected = false;
World.AddJoint(_joint);
CircleShape circle_shape = new CircleShape(3.0f, 5);
var circleBody = BodyFactory.CreateBody(World);
circleBody.Position = new Vector2(5.0f, 30.0f);
circleBody.BodyType = BodyType.Dynamic;
circleBody.CreateFixture(circle_shape);
PolygonShape polygonShape = new PolygonShape(2.0f);
polygonShape.SetAsBox(10.0f, 0.2f, new Vector2(-10.0f, 0.0f), 0.0f);
var polygon_body = BodyFactory.CreateBody(World);
polygon_body.Position = new Vector2(20.0f, 10.0f);
polygon_body.BodyType = BodyType.Dynamic;
polygon_body.IsBullet = true;
polygon_body.CreateFixture(polygonShape);
RevoluteJoint rjd = new RevoluteJoint(ground, polygon_body, new Vector2(20.0f, 10.0f));
rjd.LowerLimit = -0.25f * Settings.Pi;
rjd.UpperLimit = 0.0f;
rjd.LimitEnabled = true;
World.AddJoint(rjd);
}
}
开发者ID:danzel,项目名称:FarseerPhysics,代码行数:54,代码来源:RevoluteTest.cs
示例14: RopeTest
private RopeTest()
{
Body ground = BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
{
Body prevBody = ground;
PolygonShape largeShape = new PolygonShape(PolygonTools.CreateRectangle(1.5f, 1.5f), 100);
PolygonShape smallShape = new PolygonShape(PolygonTools.CreateRectangle(0.5f, 0.125f), 20);
const int N = 10;
const float y = 15;
for (int i = 0; i < N; ++i)
{
Body body = BodyFactory.CreateBody(World);
body.BodyType = BodyType.Dynamic;
body.Position = new Vector2(0.5f + 1.0f * i, y);
if (i == N - 1)
{
Fixture fixture = body.CreateFixture(largeShape);
fixture.Friction = 0.2f;
fixture.CollisionCategories = Category.Cat2;
fixture.CollidesWith = Category.All & ~Category.Cat2;
body.Position = new Vector2(1.0f * i, y);
body.AngularDamping = 0.4f;
}
else
{
Fixture fixture = body.CreateFixture(smallShape);
fixture.Friction = 0.2f;
fixture.CollisionCategories = Category.Cat1;
fixture.CollidesWith = Category.All & ~Category.Cat2;
}
Vector2 anchor = new Vector2(i, y);
RevoluteJoint jd = new RevoluteJoint(prevBody, body, anchor, true);
jd.CollideConnected = false;
World.AddJoint(jd);
prevBody = body;
}
_rj = new RopeJoint(ground, prevBody, new Vector2(0, y), Vector2.Zero);
//FPE: The two following lines are actually not needed as FPE sets the MaxLength to a default value
const float extraLength = 0.01f;
_rj.MaxLength = N - 1.0f + extraLength;
World.AddJoint(_rj);
}
}
开发者ID:RCGame,项目名称:FarseerPhysics,代码行数:53,代码来源:RopeTest.cs
示例15: physic_wheel_Initialysed
void physic_wheel_Initialysed(object sender, EventArgs e)
{
var RectangleA2 = BodyFactory.CreateRectangle(physic_wheel.world, 999999f, 999999f, 1.0f);
RectangleA2.BodyType = BodyType.Static;
RectangleA2.Position = new Vector2(0f, 0f);
RectangleA2.Rotation = 0f;
RectangleA2.CollisionCategories = Category.None;
var joint = new RevoluteJoint(physic_wheel.Body, RectangleA2, physic_wheel.physicWorld.UIToPhysic(wheel_cont,
new Point(wheel_cont.RenderSize.Width / 2.0, wheel_cont.RenderSize.Height / 2.0)), true)
{ MotorEnabled = true, MotorSpeed = -0.2f , MaxMotorTorque = 10};
physic_wheel.world.AddJoint(joint);
}
开发者ID:TerisseNicolas,项目名称:Archip3l-WPF,代码行数:14,代码来源:ShowcaseHome.xaml.cs
示例16: InitJoint
public override void InitJoint()
{
base.InitJoint ();
//
Vector3 p0 = BodyB.transform.TransformPoint(new Vector3(LocalAnchorB.x, LocalAnchorB.y, -5f));
joint = JointFactory.CreateRevoluteJoint(FSWorldComponent.PhysicsWorld, BodyA.PhysicsBody, BodyB.PhysicsBody, BodyB.PhysicsBody.GetLocalPoint(FSHelper.Vector3ToFVector2(p0)));
joint.CollideConnected = CollideConnected;
joint.LowerLimit = LowerLimit * Mathf.Deg2Rad;
joint.UpperLimit = UpperLimit * Mathf.Deg2Rad;
joint.LimitEnabled = LimitEnabled;
joint.MaxMotorTorque = MaxMotorTorque;
joint.MotorSpeed = MotorSpeed;
joint.MotorEnabled = MotorEnabled;
}
开发者ID:pracalic,项目名称:Farseer-Unity3D,代码行数:15,代码来源:FSRevoluteJointComponent.cs
示例17: BodyTypesTest
private BodyTypesTest()
{
//Ground
Body ground = BodyFactory.CreateEdge(World, new Vector2(-20.0f, 0.0f), new Vector2(20.0f, 0.0f));
// Define attachment
{
_attachment = BodyFactory.CreateRectangle(World, 1, 4, 2);
_attachment.BodyType = BodyType.Dynamic;
_attachment.Position = new Vector2(0.0f, 3.0f);
}
// Define platform
{
_platform = BodyFactory.CreateRectangle(World, 8.0f, 1f, 2);
_platform.BodyType = BodyType.Dynamic;
_platform.Position = new Vector2(0.0f, 5.0f);
_platform.Friction = 0.6f;
RevoluteJoint rjd = new RevoluteJoint(_attachment, _platform, new Vector2(0, 5), true);
rjd.MaxMotorTorque = 50.0f;
rjd.MotorEnabled = true;
World.AddJoint(rjd);
PrismaticJoint pjd = new PrismaticJoint(ground, _platform, new Vector2(0.0f, 5.0f), new Vector2(1.0f, 0.0f), true);
pjd.MaxMotorForce = 1000.0f;
pjd.MotorEnabled = true;
pjd.LowerLimit = -10.0f;
pjd.UpperLimit = 10.0f;
pjd.LimitEnabled = true;
World.AddJoint(pjd);
_speed = 3.0f;
}
// Create a payload
{
Body body = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 2);
body.BodyType = BodyType.Dynamic;
body.Position = new Vector2(0.0f, 8.0f);
body.Friction = 0.6f;
}
}
开发者ID:tinco,项目名称:Farseer-Physics,代码行数:44,代码来源:BodyTypesTest.cs
示例18: SwingPlatform
public SwingPlatform(World world, SwingPlatformData swingPlatformData)
{
width = swingPlatformData.Width;
height = swingPlatformData.Height;
body = BodyFactory.CreateRectangle(world, width, height, 1.0f);
body.Position = swingPlatformData.Center;
body.BodyType = BodyType.Dynamic;
anchor = BodyFactory.CreateCircle(world, 0.1f, 1.0f);
anchor.Position = swingPlatformData.Center;
anchor.BodyType = BodyType.Static;
RevoluteJoint revoluteJoint = new RevoluteJoint(body, anchor, new Vector2(0.0f, 0.0f), new Vector2(0.0f, 0.0f));
revoluteJoint.LowerLimit = -swingPlatformData.MaxAngle;
revoluteJoint.UpperLimit = swingPlatformData.MaxAngle;
revoluteJoint.LimitEnabled = true;
revoluteJoint.MaxMotorTorque = 10.0f;
revoluteJoint.MotorSpeed = 0.0f;
revoluteJoint.MotorEnabled = true;
world.AddJoint(revoluteJoint);
}
开发者ID:pakona,项目名称:Boxics,代码行数:21,代码来源:SwingPlatform.cs
示例19: Character
public Character(Game game, Scene scene, Vector2 position)
: base(game, scene)
{
texture = Game.Content.Load<Texture2D>("zombie");
ZBuffer = 0f;
width = Conversion.ToWorld(44);
height = Conversion.ToWorld(165);
body = BodyFactory.CreateCircle(scene.World, (width / 2f), 40);
body.Position = position - Vector2.UnitY * body.FixtureList[0].Shape.Radius / 2 + Vector2.UnitY * (height - width + width / 2.0f) / 2.0f;
body.BodyType = BodyType.Dynamic;
body.Friction = float.MaxValue;
body.UserData = this;
body.CollisionCategories = ElementCategory.CHARACTER;
body.SleepingAllowed = false;
body.OnCollision += new OnCollisionEventHandler(body_OnCollision);
body.OnSeparation += new OnSeparationEventHandler(body_OnSeparation);
torso = BodyFactory.CreateRectangle(scene.World, (width), (height - width + width / 2.0f), 40);
torso.Position = position - Vector2.UnitY * body.FixtureList[0].Shape.Radius / 2;
torso.BodyType = BodyType.Dynamic;
torso.FixedRotation = true;
torso.Friction = 0.0f;
torso.UserData = this;
torso.CollisionCategories = ElementCategory.CHARACTER;
torso.CollidesWith = Category.All & ~ElementCategory.ENERGY;
torso.SleepingAllowed = false;
//torso.OnCollision += new OnCollisionEventHandler(torso_OnCollision);
torso.OnSeparation += new OnSeparationEventHandler(torso_OnSeparation);
revoluteJoint = new RevoluteJoint(torso, body, new Vector2(0, (height - width + width / 2.0f) / 2.0f), Vector2.Zero);
revoluteJoint.CollideConnected = false;
scene.World.AddJoint(revoluteJoint);
State = new RunningCharacterState(scene, this);
}
开发者ID:MartinMcGuinness,项目名称:TheLastDawn,代码行数:39,代码来源:Character.cs
示例20: PlacePhysicsObject
public override Object PlacePhysicsObject(Microsoft.Xna.Framework.Vector2 position, FarseerPhysics.Dynamics.World world)
{
List<Fixture> list = world.TestPointAll(position);
if (pin.Checked && list.Count > 0)
{
FixedRevoluteJoint j = new FixedRevoluteJoint(list[0].Body, list[0].Body.GetLocalPoint(position), position);
if (motorEnabled.Checked)
{
j.MotorEnabled = true;
float speed;
float maxTorque;
if (float.TryParse(motorSpeed.Text, out speed)) j.MotorSpeed = speed;
if (float.TryParse(motorTorque.Text, out maxTorque)) j.MaxMotorTorque = maxTorque;
}
world.AddJoint(j);
return j;
}
if (list.Count > 1)
{
RevoluteJoint j = new RevoluteJoint(list[0].Body, list[1].Body, list[0].Body.GetLocalPoint(position), list[1].Body.GetLocalPoint(position));
if (motorEnabled.Checked)
{
j.MotorEnabled = true;
float speed;
float maxTorque;
if (float.TryParse(motorSpeed.Text, out speed)) j.MotorSpeed = speed;
if (float.TryParse(motorTorque.Text, out maxTorque)) j.MaxMotorTorque = maxTorque;
}
world.AddJoint(j);
return j;
}
return base.PlacePhysicsObject(position, world);
}
开发者ID:guozanhua,项目名称:KinectRagdoll,代码行数:38,代码来源:JointForm.cs
注:本文中的FarseerPhysics.Dynamics.Joints.RevoluteJoint类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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