288 lines
11 KiB
C#
288 lines
11 KiB
C#
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Factories
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{
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/// <summary>
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/// An easy to use factory for using joints.
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/// </summary>
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public static class JointFactory
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{
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#region Revolute Joint
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/// <summary>
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/// Creates a revolute joint.
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/// </summary>
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/// <param name="bodyA"></param>
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/// <param name="bodyB"></param>
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/// <param name="localAnchorB">The anchor of bodyB in local coordinates</param>
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/// <returns></returns>
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public static RevoluteJoint CreateRevoluteJoint(Body bodyA, Body bodyB, Vector2 localAnchorB)
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{
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Vector2 localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(localAnchorB));
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RevoluteJoint joint = new RevoluteJoint(bodyA, bodyB, localanchorA, localAnchorB);
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return joint;
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}
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/// <summary>
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/// Creates a revolute joint and adds it to the world
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/// </summary>
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/// <param name="world"></param>
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/// <param name="bodyA"></param>
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/// <param name="bodyB"></param>
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/// <param name="anchor"></param>
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/// <returns></returns>
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public static RevoluteJoint CreateRevoluteJoint(World world, Body bodyA, Body bodyB, Vector2 anchor)
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{
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RevoluteJoint joint = CreateRevoluteJoint(bodyA, bodyB, anchor);
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world.AddJoint(joint);
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return joint;
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}
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/// <summary>
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/// Creates the fixed revolute joint.
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/// </summary>
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/// <param name="world">The world.</param>
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/// <param name="body">The body.</param>
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/// <param name="bodyAnchor">The body anchor.</param>
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/// <param name="worldAnchor">The world anchor.</param>
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/// <returns></returns>
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public static FixedRevoluteJoint CreateFixedRevoluteJoint(World world, Body body, Vector2 bodyAnchor,
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Vector2 worldAnchor)
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{
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FixedRevoluteJoint fixedRevoluteJoint = new FixedRevoluteJoint(body, bodyAnchor, worldAnchor);
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world.AddJoint(fixedRevoluteJoint);
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return fixedRevoluteJoint;
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}
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#endregion
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#region Weld Joint
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/// <summary>
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/// Creates a weld joint
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/// </summary>
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/// <param name="bodyA"></param>
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/// <param name="bodyB"></param>
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/// <param name="localAnchor"></param>
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/// <returns></returns>
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public static WeldJoint CreateWeldJoint(Body bodyA, Body bodyB, Vector2 localAnchor)
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{
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WeldJoint joint = new WeldJoint(bodyA, bodyB, bodyA.GetLocalPoint(localAnchor),
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bodyB.GetLocalPoint(localAnchor));
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return joint;
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}
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/// <summary>
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/// Creates a weld joint and adds it to the world
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/// </summary>
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/// <param name="world"></param>
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/// <param name="bodyA"></param>
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/// <param name="bodyB"></param>
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/// <param name="localanchorB"></param>
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/// <returns></returns>
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public static WeldJoint CreateWeldJoint(World world, Body bodyA, Body bodyB, Vector2 localanchorB)
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{
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WeldJoint joint = CreateWeldJoint(bodyA, bodyB, localanchorB);
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world.AddJoint(joint);
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return joint;
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}
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public static WeldJoint CreateWeldJoint(World world, Body bodyA, Body bodyB, Vector2 localAnchorA,
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Vector2 localAnchorB)
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{
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WeldJoint weldJoint = new WeldJoint(bodyA, bodyB, localAnchorA, localAnchorB);
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world.AddJoint(weldJoint);
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return weldJoint;
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}
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#endregion
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#region Prismatic Joint
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/// <summary>
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/// Creates a prsimatic joint
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/// </summary>
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/// <param name="bodyA"></param>
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/// <param name="bodyB"></param>
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/// <param name="localanchorB"></param>
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/// <param name="axis"></param>
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/// <returns></returns>
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public static PrismaticJoint CreatePrismaticJoint(Body bodyA, Body bodyB, Vector2 localanchorB, Vector2 axis)
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{
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Vector2 localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(localanchorB));
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PrismaticJoint joint = new PrismaticJoint(bodyA, bodyB, localanchorA, localanchorB, axis);
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return joint;
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}
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/// <summary>
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/// Creates a prismatic joint and adds it to the world
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/// </summary>
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/// <param name="world"></param>
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/// <param name="bodyA"></param>
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/// <param name="bodyB"></param>
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/// <param name="localanchorB"></param>
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/// <param name="axis"></param>
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/// <returns></returns>
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public static PrismaticJoint CreatePrismaticJoint(World world, Body bodyA, Body bodyB, Vector2 localanchorB,
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Vector2 axis)
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{
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PrismaticJoint joint = CreatePrismaticJoint(bodyA, bodyB, localanchorB, axis);
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world.AddJoint(joint);
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return joint;
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}
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public static FixedPrismaticJoint CreateFixedPrismaticJoint(World world, Body body, Vector2 worldAnchor,
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Vector2 axis)
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{
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FixedPrismaticJoint joint = new FixedPrismaticJoint(body, worldAnchor, axis);
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world.AddJoint(joint);
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return joint;
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}
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#endregion
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#region Line Joint
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/// <summary>
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/// Creates a line joint
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/// </summary>
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/// <param name="bodyA"></param>
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/// <param name="bodyB"></param>
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/// <param name="anchor"></param>
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/// <param name="axis"></param>
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/// <returns></returns>
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public static LineJoint CreateLineJoint(Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis)
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{
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LineJoint joint = new LineJoint(bodyA, bodyB, anchor, axis);
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return joint;
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}
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/// <summary>
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/// Creates a line joint and adds it to the world
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/// </summary>
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/// <param name="world"></param>
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/// <param name="bodyA"></param>
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/// <param name="bodyB"></param>
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/// <param name="localanchorB"></param>
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/// <param name="axis"></param>
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/// <returns></returns>
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public static LineJoint CreateLineJoint(World world, Body bodyA, Body bodyB, Vector2 localanchorB, Vector2 axis)
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{
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LineJoint joint = CreateLineJoint(bodyA, bodyB, localanchorB, axis);
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world.AddJoint(joint);
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return joint;
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}
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#endregion
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#region Angle Joint
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/// <summary>
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/// Creates an angle joint.
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/// </summary>
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/// <param name="world">The world.</param>
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/// <param name="bodyA">The first body.</param>
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/// <param name="bodyB">The second body.</param>
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/// <returns></returns>
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public static AngleJoint CreateAngleJoint(World world, Body bodyA, Body bodyB)
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{
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AngleJoint angleJoint = new AngleJoint(bodyA, bodyB);
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world.AddJoint(angleJoint);
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return angleJoint;
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}
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/// <summary>
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/// Creates a fixed angle joint.
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/// </summary>
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/// <param name="world">The world.</param>
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/// <param name="body">The body.</param>
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/// <returns></returns>
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public static FixedAngleJoint CreateFixedAngleJoint(World world, Body body)
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{
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FixedAngleJoint angleJoint = new FixedAngleJoint(body);
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world.AddJoint(angleJoint);
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return angleJoint;
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}
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#endregion
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#region Distance Joint
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public static DistanceJoint CreateDistanceJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA,
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Vector2 anchorB)
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{
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DistanceJoint distanceJoint = new DistanceJoint(bodyA, bodyB, anchorA, anchorB);
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world.AddJoint(distanceJoint);
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return distanceJoint;
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}
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public static FixedDistanceJoint CreateFixedDistanceJoint(World world, Body body, Vector2 localAnchor,
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Vector2 worldAnchor)
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{
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FixedDistanceJoint distanceJoint = new FixedDistanceJoint(body, localAnchor, worldAnchor);
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world.AddJoint(distanceJoint);
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return distanceJoint;
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}
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#endregion
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#region Friction Joint
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public static FrictionJoint CreateFrictionJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA,
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Vector2 anchorB)
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{
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FrictionJoint frictionJoint = new FrictionJoint(bodyA, bodyB, anchorA, anchorB);
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world.AddJoint(frictionJoint);
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return frictionJoint;
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}
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public static FixedFrictionJoint CreateFixedFrictionJoint(World world, Body body, Vector2 bodyAnchor)
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{
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FixedFrictionJoint frictionJoint = new FixedFrictionJoint(body, bodyAnchor);
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world.AddJoint(frictionJoint);
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return frictionJoint;
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}
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#endregion
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#region Gear Joint
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public static GearJoint CreateGearJoint(World world, Joint jointA, Joint jointB, float ratio)
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{
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GearJoint gearJoint = new GearJoint(jointA, jointB, ratio);
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world.AddJoint(gearJoint);
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return gearJoint;
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}
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#endregion
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#region Pulley Joint
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public static PulleyJoint CreatePulleyJoint(World world, Body bodyA, Body bodyB, Vector2 groundAnchorA,
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Vector2 groundAnchorB, Vector2 anchorA, Vector2 anchorB, float ratio)
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{
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PulleyJoint pulleyJoint = new PulleyJoint(bodyA, bodyB, groundAnchorA, groundAnchorB, anchorA, anchorB,
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ratio);
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world.AddJoint(pulleyJoint);
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return pulleyJoint;
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}
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#endregion
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#region Slider Joint
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public static SliderJoint CreateSliderJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA,
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Vector2 anchorB, float minLength, float maxLength)
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{
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SliderJoint sliderJoint = new SliderJoint(bodyA, bodyB, anchorA, anchorB, minLength, maxLength);
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world.AddJoint(sliderJoint);
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return sliderJoint;
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}
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#endregion
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}
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}
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