axiosengine/axios/Factories/JointFactory.cs

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