Files
LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Factories/JointFactory.cs

168 lines
5.7 KiB
C#

using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Factories
{
/// <summary>
/// An easy to use factory for using joints.
/// </summary>
public static class JointFactory
{
#region Motor Joint
public static MotorJoint CreateMotorJoint(World world, Body bodyA, Body bodyB, bool useWorldCoordinates = false)
{
MotorJoint joint = new MotorJoint(bodyA, bodyB, useWorldCoordinates);
world.AddJoint(joint);
return joint;
}
#endregion
#region Revolute Joint
public static RevoluteJoint CreateRevoluteJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
{
RevoluteJoint joint = new RevoluteJoint(bodyA, bodyB, anchorA, anchorB, useWorldCoordinates);
world.AddJoint(joint);
return joint;
}
public static RevoluteJoint CreateRevoluteJoint(World world, Body bodyA, Body bodyB, Vector2 anchor)
{
Vector2 localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(anchor));
RevoluteJoint joint = new RevoluteJoint(bodyA, bodyB, localanchorA, anchor);
world.AddJoint(joint);
return joint;
}
#endregion
#region Rope Joint
public static RopeJoint CreateRopeJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
{
RopeJoint ropeJoint = new RopeJoint(bodyA, bodyB, anchorA, anchorB, useWorldCoordinates);
world.AddJoint(ropeJoint);
return ropeJoint;
}
#endregion
#region Weld Joint
public static WeldJoint CreateWeldJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
{
WeldJoint weldJoint = new WeldJoint(bodyA, bodyB, anchorA, anchorB, useWorldCoordinates);
world.AddJoint(weldJoint);
return weldJoint;
}
#endregion
#region Prismatic Joint
public static PrismaticJoint CreatePrismaticJoint(World world, Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false)
{
PrismaticJoint joint = new PrismaticJoint(bodyA, bodyB, anchor, axis, useWorldCoordinates);
world.AddJoint(joint);
return joint;
}
#endregion
#region Wheel Joint
public static WheelJoint CreateWheelJoint(World world, Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false)
{
WheelJoint joint = new WheelJoint(bodyA, bodyB, anchor, axis, useWorldCoordinates);
world.AddJoint(joint);
return joint;
}
public static WheelJoint CreateWheelJoint(World world, Body bodyA, Body bodyB, Vector2 axis)
{
return CreateWheelJoint(world, bodyA, bodyB, Vector2.Zero, axis);
}
#endregion
#region Angle Joint
public static AngleJoint CreateAngleJoint(World world, Body bodyA, Body bodyB)
{
AngleJoint angleJoint = new AngleJoint(bodyA, bodyB);
world.AddJoint(angleJoint);
return angleJoint;
}
#endregion
#region Distance Joint
public static DistanceJoint CreateDistanceJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
{
DistanceJoint distanceJoint = new DistanceJoint(bodyA, bodyB, anchorA, anchorB, useWorldCoordinates);
world.AddJoint(distanceJoint);
return distanceJoint;
}
public static DistanceJoint CreateDistanceJoint(World world, Body bodyA, Body bodyB)
{
return CreateDistanceJoint(world, bodyA, bodyB, Vector2.Zero, Vector2.Zero);
}
#endregion
#region Friction Joint
public static FrictionJoint CreateFrictionJoint(World world, Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false)
{
FrictionJoint frictionJoint = new FrictionJoint(bodyA, bodyB, anchor, useWorldCoordinates);
world.AddJoint(frictionJoint);
return frictionJoint;
}
public static FrictionJoint CreateFrictionJoint(World world, Body bodyA, Body bodyB)
{
return CreateFrictionJoint(world, bodyA, bodyB, Vector2.Zero);
}
#endregion
#region Gear Joint
public static GearJoint CreateGearJoint(World world, Body bodyA, Body bodyB, Joint jointA, Joint jointB, float ratio)
{
GearJoint gearJoint = new GearJoint(bodyA, bodyB, jointA, jointB, ratio);
world.AddJoint(gearJoint);
return gearJoint;
}
#endregion
#region Pulley Joint
public static PulleyJoint CreatePulleyJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 worldAnchorA, Vector2 worldAnchorB, float ratio, bool useWorldCoordinates = false)
{
PulleyJoint pulleyJoint = new PulleyJoint(bodyA, bodyB, anchorA, anchorB, worldAnchorA, worldAnchorB, ratio, useWorldCoordinates);
world.AddJoint(pulleyJoint);
return pulleyJoint;
}
#endregion
#region MouseJoint
public static FixedMouseJoint CreateFixedMouseJoint(World world, Body body, Vector2 worldAnchor)
{
FixedMouseJoint joint = new FixedMouseJoint(body, worldAnchor);
world.AddJoint(joint);
return joint;
}
#endregion
}
}