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Java MouseJoint类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中com.badlogic.gdx.physics.box2d.joints.MouseJoint的典型用法代码示例。如果您正苦于以下问题:Java MouseJoint类的具体用法?Java MouseJoint怎么用?Java MouseJoint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。



MouseJoint类属于com.badlogic.gdx.physics.box2d.joints包,在下文中一共展示了MouseJoint类的16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Java代码示例。

示例1: createMouseJoint

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
/**
 * Create mouse joint with ground body, target body and location on target body
 * @param groundBody
 * @param targetBody
 * @param locationWorld
 * @return
 */
public MouseJoint createMouseJoint(Body groundBody, Body targetBody, Vector2 locationWorld){
	MouseJointDef md = new MouseJointDef();
       md.bodyA = groundBody;
       md.bodyB = targetBody;
       md.target.set(locationWorld.x, locationWorld.y);
       md.collideConnected = true;
       md.maxForce = 10000.0f * targetBody.getMass();
       
       MouseJoint _mouseJoint = (MouseJoint)world.createJoint(md);
       targetBody.setAwake(true);
       
       return _mouseJoint;
}
 
开发者ID:game-libgdx-unity,项目名称:GDX-Engine,代码行数:21,代码来源:PhysicsTiledScene.java


示例2: testPoint

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
private void testPoint(Fixture fixture, PointerState<Vector2,Vector3> pointerState) {
    if (!fixture.testPoint(pointerState.coordinates.x, pointerState.coordinates.y))
        return;
    Integer index = (Integer) fixture.getBody().getUserData();
    GameEntity entity =  Indexed.getInteractiveEntity(index);
    if(entity.isDraggable()) {
        jointDef.bodyB = fixture.getBody();
        jointDef.target.set(pointerState.coordinates.x, pointerState.coordinates.y);
        joints[pointerState.pointer] = (MouseJoint) physics.createJoint(jointDef);
    }
}
 
开发者ID:Rubentxu,项目名称:Entitas-Java,代码行数:12,代码来源:InputManagerGDX.java


示例3: initialize

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public void initialize() {
    if (engine.getManager(PhysicsManagerGDX.class) == null) throw new EntitasException("InputManagerGDX",
            "InputManagerGDX needs load PreferencesManagerGDX on the engine");
    this.camera = engine.getCamera();
    this.physics = engine.getPhysics();
    joints =  new MouseJoint[5];
    inputStateData = new InputStateData();

}
 
开发者ID:Rubentxu,项目名称:Entitas-Java,代码行数:11,代码来源:InputManagerGDX.java


示例4: touchDown

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown (int x, int y, int pointer, int button) {
	// translate the mouse coordinates to world coordinates
	camera.unproject(testPoint.set(x, y, 0));
	// ask the world which bodies are within the given
	// bounding box around the mouse pointer
	hitBody = null;
	world.QueryAABB(callback, testPoint.x - 0.0001f, testPoint.y - 0.0001f, testPoint.x + 0.0001f, testPoint.y + 0.0001f);

	if (hitBody == groundBody) hitBody = null;

	// ignore kinematic bodies, they don't work with the mouse joint
	if (hitBody != null && hitBody.getType() == BodyType.KinematicBody) return false;

	// if we hit something we create a new mouse joint
	// and attach it to the hit body.
	if (hitBody != null) {
		MouseJointDef def = new MouseJointDef();
		def.bodyA = groundBody;
		def.bodyB = hitBody;
		def.collideConnected = true;
		def.target.set(testPoint.x, testPoint.y);
		def.maxForce = 1000.0f * hitBody.getMass();

		mouseJoint = (MouseJoint)world.createJoint(def);
		hitBody.setAwake(true);
	}

	return false;
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:31,代码来源:Box2DTest.java


示例5: touchDown

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown (int x, int y, int pointer, int newParam) {
	// translate the mouse coordinates to world coordinates
	testPoint.set(x, y, 0);
	camera.unproject(testPoint);

	// ask the world which bodies are within the given
	// bounding box around the mouse pointer
	hitBody = null;
	world.QueryAABB(callback, testPoint.x - 0.1f, testPoint.y - 0.1f, testPoint.x + 0.1f, testPoint.y + 0.1f);

	// if we hit something we create a new mouse joint
	// and attach it to the hit body.
	if (hitBody != null) {
		MouseJointDef def = new MouseJointDef();
		def.bodyA = groundBody;
		def.bodyB = hitBody;
		def.collideConnected = true;
		def.target.set(testPoint.x, testPoint.y);
		def.maxForce = 1000.0f * hitBody.getMass();

		mouseJoint = (MouseJoint)world.createJoint(def);
		hitBody.setAwake(true);
	} else {
		for (Body box : boxes)
			world.destroyBody(box);
		boxes.clear();
		createBoxes();
	}

	return false;
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:33,代码来源:Box2DTest.java


示例6: reportFixture

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean reportFixture(Fixture fixture) {
	if (!fixture.testPoint(aux.x, aux.y))
		return true;
		
	mouseJointDef.bodyB = fixture.getBody();
	mouseJointDef.target.set(aux.x, aux.y);
	mouseJoint = (MouseJoint) world.createJoint(mouseJointDef);
	return false;
}
 
开发者ID:sfaci,项目名称:libgdx,代码行数:11,代码来源:MyWorld.java


示例7: touchDown

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
	/*
	 * Define a new QueryCallback. This callback will be used in
	 * world.QueryAABB method.
	 */
	QueryCallback queryCallback = new QueryCallback() {

		@Override
		public boolean reportFixture(Fixture fixture) {
			boolean testResult;

			/*
			 * If the hit point is inside the fixture of the body, create a
			 * new MouseJoint.
			 */
			if (testResult = fixture.testPoint(touchPosition.x,
					touchPosition.y)) {
				mouseJointDef.bodyB = fixture.getBody();
				mouseJointDef.target.set(touchPosition.x, touchPosition.y);
				mouseJoint = (MouseJoint) world.createJoint(mouseJointDef);
			}

			return testResult;
		}
	};

	/* Translate camera point to world point */
	camera.unproject(touchPosition.set(screenX, screenY, 0));

	/*
	 * Query the world for all fixtures that potentially overlap the touched
	 * point.
	 */
	world.QueryAABB(queryCallback, touchPosition.x, touchPosition.y,
			touchPosition.x, touchPosition.y);

	return true;
}
 
开发者ID:Leakedbits,项目名称:Codelabs,代码行数:40,代码来源:DragAndDropSample.java


示例8: touchDown

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown(int x, int y, int pointer, int newParam) {
	// translate the mouse coordinates to world coordinates
	testPoint.set(x, y, 0);
	camera.unproject(testPoint);

	// ask the world which bodies are within the given
	// bounding box around the mouse pointer
	hitBody = null;
	world.QueryAABB(callback, testPoint.x - 0.1f, testPoint.y - 0.1f,
			testPoint.x + 0.1f, testPoint.y + 0.1f);

	// if we hit something we create a new mouse joint
	// and attach it to the hit body.
	if (hitBody != null) {
		MouseJointDef def = new MouseJointDef();
		def.bodyA = groundBody;
		def.bodyB = hitBody;
		def.collideConnected = true;
		def.target.set(testPoint.x, testPoint.y);
		def.maxForce = 1000.0f * hitBody.getMass();

		mouseJoint = (MouseJoint) world.createJoint(def);
		hitBody.setAwake(true);
	}

	return false;
}
 
开发者ID:libgdx,项目名称:box2dlights,代码行数:29,代码来源:Box2dLightCustomShaderTest.java


示例9: reportFixture

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean reportFixture(Fixture fixture) {
    if (!fixture.testPoint(tmp.x, tmp.y))
        return true;

    jointDef.bodyB = fixture.getBody();
    jointDef.target.set(tmp.x, tmp.y);
    joint = (MouseJoint) context.get(World.class).createJoint(jointDef);
    return false;
}
 
开发者ID:Rubentxu,项目名称:GDX-Logic-Bricks,代码行数:11,代码来源:DraggableBodySystem.java


示例10: touchDown

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown (int x, int y, int pointer, int newParam) {
	if(world == null)return false;
	// translate the mouse coordinates to world coordinates
	testPoint.set(Engine.screenToWorld(x, y).scl(1/Box2dObject.RADIO));

	// ask the world which bodies are within the given
	// bounding box around the mouse pointer
	hitBody = null;
	world.QueryAABB(callback, testPoint.x - 0.1f, testPoint.y - 0.1f, testPoint.x + 0.1f, testPoint.y + 0.1f);

	// if we hit something we create a new mouse joint
	// and attach it to the hit body.
	if (hitBody != null) {
		MouseJointDef def = new MouseJointDef();
		def.bodyA = fixBody;
		def.bodyB = hitBody;
		def.collideConnected = true;
		def.target.set(testPoint.x, testPoint.y);
		def.maxForce = 1000.0f * hitBody.getMass();

		mouseJoint = (MouseJoint)world.createJoint(def);
		hitBody.setAwake(true);
		
		return true;
	} 

	return false;
}
 
开发者ID:lycying,项目名称:c2d-engine,代码行数:30,代码来源:MouseJointInput.java


示例11: createMouseJoint

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
/**
 * Sacado del ejemplo de AE demostrando MouseJoint.
 * 
 * Esta función crea  un {@link MouseJoint}.
 * 
 * @param entidad
 *            the entidad
 * @param pTouchAreaLocalX
 *            the touch area local x
 * @param pTouchAreaLocalY
 *            the touch area local y
 * @return the mouse joint
 */
private MouseJoint createMouseJoint(final IEntity entidad,
		final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
	final Body body = ((ObjetoFisico<?>) entidad.getUserData()).getCuerpo();
	final MouseJointDef mouseJointDef = new MouseJointDef();

	final float[] coordsEscena = entidad
			.convertLocalCoordinatesToSceneCoordinates(pTouchAreaLocalX,
					pTouchAreaLocalY);
	final Vector2 localPoint = Vector2Pool.obtain(
			(coordsEscena[0] - (entidad.getWidth() * entidad
					.getOffsetCenterX()))
					/ PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT,
			(coordsEscena[1] - (entidad.getHeight() * entidad
					.getOffsetCenterY()))
					/ PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT);

	/*
	 * realmente el MouseJoint solo usa un cuerpo(el bodyB) pero es
	 * obligatorio suministrarle otro por lo que tradicionalmente se usa el
	 * del suelo ( que suele estar siempre presente)
	 */
	mouseJointDef.bodyA = suelo;
	mouseJointDef.bodyB = body;
	mouseJointDef.dampingRatio = 0.00f;
	mouseJointDef.frequencyHz = 10f;
	mouseJointDef.maxForce = (100 * body.getMass() * 4);
	mouseJointDef.collideConnected = true; //si desactivamos la colision las piezas ignorarán el suelo :-)

	mouseJointDef.target.set(localPoint);
	Vector2Pool.recycle(localPoint);

	return (MouseJoint) mundo.createJoint(mouseJointDef);
}
 
开发者ID:sprayz,项目名称:Phytris,代码行数:47,代码来源:EscenaJuego.java


示例12: setupMouseJoint

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
public void setupMouseJoint(World world, BodyDef bd) {
    BodyDef groundBodyDef = new BodyDef();
    groundBodyDef.position.set(0, 0);
    mMouseJointBody = world.createBody(groundBodyDef);
    // create a mousejoint
    MouseJointDef mouseJointDef = new MouseJointDef();
    mouseJointDef.bodyA = mMouseJointBody;
    mouseJointDef.bodyB = mBody;
    mouseJointDef.dampingRatio = 0.2f;
    mouseJointDef.frequencyHz = 30;
    mouseJointDef.maxForce = 20000.0f;
    mouseJointDef.collideConnected = true;
    mouseJointDef.target.set(bd.position);
    mMouseJoint = (MouseJoint) world.createJoint(mouseJointDef);
}
 
开发者ID:tschut,项目名称:drturbo,代码行数:16,代码来源:SpaceObject.java


示例13: touchDown

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
    if (slingshotEnabled == false)
        return false;

    /* Translate the mouse coordinates to world coordinates */
    stage.getCamera().unproject(testPoint.set(screenX, screenY, 0));
    testPoint.x *= G.WORLD_TO_BOX;
    testPoint.y *= G.WORLD_TO_BOX;

    hitBody = null;
    body.getWorld().QueryAABB(callback,
                    testPoint.x - 0.0001f,
                    testPoint.y - 0.0001f,
                    testPoint.x + 0.0001f,
                    testPoint.y + 0.0001f);
    if (hitBody == groundBody) hitBody = null;

    if (hitBody == null)
        return false;

    /* Ignore kinematic bodies, they don't work with the mouse joint */
    if (hitBody.getType() == BodyType.KinematicBody)
        return false;

    if (hitBody.equals(this.body)) {
        MouseJointDef def = new MouseJointDef();
        def.bodyA = groundBody;
        def.bodyB = hitBody;
        def.collideConnected = true;
        def.target.set(testPoint.x, testPoint.y);
        def.maxForce = a_max * hitBody.getMass();

        startPoint.set(testPoint.x, testPoint.y);
        mouseJoint = (MouseJoint)((body.getWorld()).createJoint(def));
        hitBody.setAwake(true);
    }
    return false;
}
 
开发者ID:OlliV,项目名称:angr,代码行数:40,代码来源:SlingshotActor.java


示例14: touchDown

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown(int x, int y, int pointer, int button) {
	touching = true;
	camera.unproject(testPoint.set(x, y, 0));
	testPoint2D.x = testPoint.x;
	testPoint2D.y = testPoint.y;
	oldDragPos.set(testPoint2D);
	
	if (button == Buttons.LEFT) {

		// Drag Mode
		if (isDragging) {
			for (Piece piece : pieces.values()) {
				hitBody = null;
				if (piece.body.getFixtureList().get(0).testPoint(testPoint2D)) {
					hitBody = piece.body;
					if (hitBody.getType() == BodyType.KinematicBody || hitBody.getType() == BodyType.StaticBody)
						continue;
					MouseJointDef def = new MouseJointDef();
					def.bodyA = groundBody;
					def.bodyB = hitBody;
					def.collideConnected = true;
					def.target.set(testPoint2D);
					def.maxForce = 10.0f * hitBody.getMass();
					mouseJoint = (MouseJoint)world.createJoint(def);
					hitBody.setAwake(true);
					break;
				}
			}
			if (mouseJoint != null)
				return false;
		}
		
		if (!IS_DESKTOP) {
			isRepulsing = true;
			isAttracting = false;
		} else {
			isAttracting = false;
			isRepulsing = false;
		}
	}
	if (button == Buttons.RIGHT) {
		isAttracting = true;
	}
	if (button == Buttons.MIDDLE) {
		isRepulsing = true;
	}
	return false;
}
 
开发者ID:omgware,项目名称:fluid-simulator-v2,代码行数:50,代码来源:FluidSimulatorLiquid.java


示例15: touchDown

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown(int x, int y, int pointer, int button) {
	touching = true;
	camera.unproject(testPoint.set(x, y, 0));
	testPoint2D.x = testPoint.x;
	testPoint2D.y = testPoint.y;
	oldDragPos.set(testPoint2D);
	
	if (button == Buttons.LEFT) {
		
		// MPM
		mpmSolver.pressed = true;
		mpmSolver.mx = (int)testPoint2D.x;
		mpmSolver.my = BOX_HEIGHT - (int)testPoint2D.y;

		// Drag Mode
		if (isDragging) {
			for (Piece piece : pieces.values()) {
				hitBody = null;
				if (piece.body.getFixtureList().get(0).testPoint(testPoint2D)) {
					hitBody = piece.body;
					if (hitBody.getType() == BodyType.KinematicBody || hitBody.getType() == BodyType.StaticBody)
						continue;
					MouseJointDef def = new MouseJointDef();
					def.bodyA = groundBody;
					def.bodyB = hitBody;
					def.collideConnected = true;
					def.target.set(testPoint2D);
					def.maxForce = 10.0f * hitBody.getMass();
					mouseJoint = (MouseJoint)world.createJoint(def);
					hitBody.setAwake(true);
					break;
				}
			}
			if (mouseJoint != null)
				return false;
		}
		
		if (!IS_DESKTOP) {
			isRepulsing = true;
			isAttracting = false;
		} else {
			isAttracting = false;
			isRepulsing = false;
		}
	}
	if (button == Buttons.RIGHT) {
		isAttracting = true;
	}
	if (button == Buttons.MIDDLE) {
		isRepulsing = true;
	}
	return false;
}
 
开发者ID:omgware,项目名称:fluid-simulator-v2,代码行数:55,代码来源:FluidSimulatorMPM.java


示例16: createProperJoint

import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
private long createProperJoint(JointDef paramJointDef)
{
  if (paramJointDef.type == JointDef.JointType.DistanceJoint)
  {
    DistanceJointDef localDistanceJointDef = (DistanceJointDef)paramJointDef;
    return jniCreateDistanceJoint(this.addr, localDistanceJointDef.bodyA.addr, localDistanceJointDef.bodyB.addr, localDistanceJointDef.collideConnected, localDistanceJointDef.localAnchorA.x, localDistanceJointDef.localAnchorA.y, localDistanceJointDef.localAnchorB.x, localDistanceJointDef.localAnchorB.y, localDistanceJointDef.length, localDistanceJointDef.frequencyHz, localDistanceJointDef.dampingRatio);
  }
  if (paramJointDef.type == JointDef.JointType.FrictionJoint)
  {
    FrictionJointDef localFrictionJointDef = (FrictionJointDef)paramJointDef;
    return jniCreateFrictionJoint(this.addr, localFrictionJointDef.bodyA.addr, localFrictionJointDef.bodyB.addr, localFrictionJointDef.collideConnected, localFrictionJointDef.localAnchorA.x, localFrictionJointDef.localAnchorA.y, localFrictionJointDef.localAnchorB.x, localFrictionJointDef.localAnchorB.y, localFrictionJointDef.maxForce, localFrictionJointDef.maxTorque);
  }
  if (paramJointDef.type == JointDef.JointType.GearJoint)
  {
    GearJointDef localGearJointDef = (GearJointDef)paramJointDef;
    return jniCreateGearJoint(this.addr, localGearJointDef.bodyA.addr, localGearJointDef.bodyB.addr, localGearJointDef.collideConnected, localGearJointDef.joint1.addr, localGearJointDef.joint2.addr, localGearJointDef.ratio);
  }
  if (paramJointDef.type == JointDef.JointType.MouseJoint)
  {
    MouseJointDef localMouseJointDef = (MouseJointDef)paramJointDef;
    return jniCreateMouseJoint(this.addr, localMouseJointDef.bodyA.addr, localMouseJointDef.bodyB.addr, localMouseJointDef.collideConnected, localMouseJointDef.target.x, localMouseJointDef.target.y, localMouseJointDef.maxForce, localMouseJointDef.frequencyHz, localMouseJointDef.dampingRatio);
  }
  if (paramJointDef.type == JointDef.JointType.PrismaticJoint)
  {
    PrismaticJointDef localPrismaticJointDef = (PrismaticJointDef)paramJointDef;
    return jniCreatePrismaticJoint(this.addr, localPrismaticJointDef.bodyA.addr, localPrismaticJointDef.bodyB.addr, localPrismaticJointDef.collideConnected, localPrismaticJointDef.localAnchorA.x, localPrismaticJointDef.localAnchorA.y, localPrismaticJointDef.localAnchorB.x, localPrismaticJointDef.localAnchorB.y, localPrismaticJointDef.localAxisA.x, localPrismaticJointDef.localAxisA.y, localPrismaticJointDef.referenceAngle, localPrismaticJointDef.enableLimit, localPrismaticJointDef.lowerTranslation, localPrismaticJointDef.upperTranslation, localPrismaticJointDef.enableMotor, localPrismaticJointDef.maxMotorForce, localPrismaticJointDef.motorSpeed);
  }
  if (paramJointDef.type == JointDef.JointType.PulleyJoint)
  {
    PulleyJointDef localPulleyJointDef = (PulleyJointDef)paramJointDef;
    return jniCreatePulleyJoint(this.addr, localPulleyJointDef.bodyA.addr, localPulleyJointDef.bodyB.addr, localPulleyJointDef.collideConnected, localPulleyJointDef.groundAnchorA.x, localPulleyJointDef.groundAnchorA.y, localPulleyJointDef.groundAnchorB.x, localPulleyJointDef.groundAnchorB.y, localPulleyJointDef.localAnchorA.x, localPulleyJointDef.localAnchorA.y, localPulleyJointDef.localAnchorB.x, localPulleyJointDef.localAnchorB.y, localPulleyJointDef.lengthA, localPulleyJointDef.lengthB, localPulleyJointDef.ratio);
  }
  if (paramJointDef.type == JointDef.JointType.RevoluteJoint)
  {
    RevoluteJointDef localRevoluteJointDef = (RevoluteJointDef)paramJointDef;
    return jniCreateRevoluteJoint(this.addr, localRevoluteJointDef.bodyA.addr, localRevoluteJointDef.bodyB.addr, localRevoluteJointDef.collideConnected, localRevoluteJointDef.localAnchorA.x, localRevoluteJointDef.localAnchorA.y, localRevoluteJointDef.localAnchorB.x, localRevoluteJointDef.localAnchorB.y, localRevoluteJointDef.referenceAngle, localRevoluteJointDef.enableLimit, localRevoluteJointDef.lowerAngle, localRevoluteJointDef.upperAngle, localRevoluteJointDef.enableMotor, localRevoluteJointDef.motorSpeed, localRevoluteJointDef.maxMotorTorque);
  }
  if (paramJointDef.type == JointDef.JointType.WeldJoint)
  {
    WeldJointDef localWeldJointDef = (WeldJointDef)paramJointDef;
    return jniCreateWeldJoint(this.addr, localWeldJointDef.bodyA.addr, localWeldJointDef.bodyB.addr, localWeldJointDef.collideConnected, localWeldJointDef.localAnchorA.x, localWeldJointDef.localAnchorA.y, localWeldJointDef.localAnchorB.x, localWeldJointDef.localAnchorB.y, localWeldJointDef.referenceAngle);
  }
  if (paramJointDef.type == JointDef.JointType.RopeJoint)
  {
    RopeJointDef localRopeJointDef = (RopeJointDef)paramJointDef;
    return jniCreateRopeJoint(this.addr, localRopeJointDef.bodyA.addr, localRopeJointDef.bodyB.addr, localRopeJointDef.collideConnected, localRopeJointDef.localAnchorA.x, localRopeJointDef.localAnchorA.y, localRopeJointDef.localAnchorB.x, localRopeJointDef.localAnchorB.y, localRopeJointDef.maxLength);
  }
  if (paramJointDef.type == JointDef.JointType.WheelJoint)
  {
    WheelJointDef localWheelJointDef = (WheelJointDef)paramJointDef;
    return jniCreateWheelJoint(this.addr, localWheelJointDef.bodyA.addr, localWheelJointDef.bodyB.addr, localWheelJointDef.collideConnected, localWheelJointDef.localAnchorA.x, localWheelJointDef.localAnchorA.y, localWheelJointDef.localAnchorB.x, localWheelJointDef.localAnchorB.y, localWheelJointDef.localAxisA.x, localWheelJointDef.localAxisA.y, localWheelJointDef.enableMotor, localWheelJointDef.maxMotorTorque, localWheelJointDef.motorSpeed, localWheelJointDef.frequencyHz, localWheelJointDef.dampingRatio);
  }
  return 0L;
}
 
开发者ID:isnuryusuf,项目名称:ingress-indonesia-dev,代码行数:55,代码来源:World.java



注:本文中的com.badlogic.gdx.physics.box2d.joints.MouseJoint类示例整理自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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