C# 클래스 FarseerPhysics.Factories.JointFactory

An easy to use factory for using joints.
파일 보기 프로젝트 열기: prime31/Nez

공개 메소드들

메소드 설명
CreateAngleJoint ( World world, Body bodyA, Body bodyB ) : AngleJoint
CreateDistanceJoint ( World world, Body bodyA, Body bodyB ) : DistanceJoint
CreateDistanceJoint ( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : DistanceJoint
CreateFixedMouseJoint ( World world, Body body, Vector2 worldAnchor ) : FixedMouseJoint
CreateFrictionJoint ( World world, Body bodyA, Body bodyB ) : FrictionJoint
CreateFrictionJoint ( World world, Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false ) : FrictionJoint
CreateGearJoint ( World world, Body bodyA, Body bodyB, Joint jointA, Joint jointB, float ratio ) : GearJoint
CreateMotorJoint ( World world, Body bodyA, Body bodyB, bool useWorldCoordinates = false ) : MotorJoint
CreatePrismaticJoint ( World world, Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false ) : PrismaticJoint
CreatePulleyJoint ( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 worldAnchorA, Vector2 worldAnchorB, float ratio, bool useWorldCoordinates = false ) : PulleyJoint
CreateRevoluteJoint ( World world, Body bodyA, Body bodyB, Vector2 anchor ) : RevoluteJoint
CreateRevoluteJoint ( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : RevoluteJoint
CreateRopeJoint ( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : RopeJoint
CreateWeldJoint ( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : WeldJoint
CreateWheelJoint ( World world, Body bodyA, Body bodyB, Vector2 axis ) : WheelJoint
CreateWheelJoint ( World world, Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false ) : WheelJoint

메소드 상세

CreateAngleJoint() 공개 정적인 메소드

public static CreateAngleJoint ( World world, Body bodyA, Body bodyB ) : AngleJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
리턴 FarseerPhysics.Dynamics.Joints.AngleJoint

CreateDistanceJoint() 공개 정적인 메소드

public static CreateDistanceJoint ( World world, Body bodyA, Body bodyB ) : DistanceJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
리턴 FarseerPhysics.Dynamics.Joints.DistanceJoint

CreateDistanceJoint() 공개 정적인 메소드

public static CreateDistanceJoint ( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : DistanceJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
anchorA Microsoft.Xna.Framework.Vector2
anchorB Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.DistanceJoint

CreateFixedMouseJoint() 공개 정적인 메소드

public static CreateFixedMouseJoint ( World world, Body body, Vector2 worldAnchor ) : FixedMouseJoint
world FarseerPhysics.Dynamics.World
body FarseerPhysics.Dynamics.Body
worldAnchor Microsoft.Xna.Framework.Vector2
리턴 FarseerPhysics.Dynamics.Joints.FixedMouseJoint

CreateFrictionJoint() 공개 정적인 메소드

public static CreateFrictionJoint ( World world, Body bodyA, Body bodyB ) : FrictionJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
리턴 FarseerPhysics.Dynamics.Joints.FrictionJoint

CreateFrictionJoint() 공개 정적인 메소드

public static CreateFrictionJoint ( World world, Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false ) : FrictionJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
anchor Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.FrictionJoint

CreateGearJoint() 공개 정적인 메소드

public static CreateGearJoint ( World world, Body bodyA, Body bodyB, Joint jointA, Joint jointB, float ratio ) : GearJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
jointA FarseerPhysics.Dynamics.Joints.Joint
jointB FarseerPhysics.Dynamics.Joints.Joint
ratio float
리턴 FarseerPhysics.Dynamics.Joints.GearJoint

CreateMotorJoint() 공개 정적인 메소드

public static CreateMotorJoint ( World world, Body bodyA, Body bodyB, bool useWorldCoordinates = false ) : MotorJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.MotorJoint

CreatePrismaticJoint() 공개 정적인 메소드

public static CreatePrismaticJoint ( World world, Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false ) : PrismaticJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
anchor Microsoft.Xna.Framework.Vector2
axis Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.PrismaticJoint

CreatePulleyJoint() 공개 정적인 메소드

public static CreatePulleyJoint ( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 worldAnchorA, Vector2 worldAnchorB, float ratio, bool useWorldCoordinates = false ) : PulleyJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
anchorA Microsoft.Xna.Framework.Vector2
anchorB Microsoft.Xna.Framework.Vector2
worldAnchorA Microsoft.Xna.Framework.Vector2
worldAnchorB Microsoft.Xna.Framework.Vector2
ratio float
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.PulleyJoint

CreateRevoluteJoint() 공개 정적인 메소드

public static CreateRevoluteJoint ( World world, Body bodyA, Body bodyB, Vector2 anchor ) : RevoluteJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
anchor Microsoft.Xna.Framework.Vector2
리턴 FarseerPhysics.Dynamics.Joints.RevoluteJoint

CreateRevoluteJoint() 공개 정적인 메소드

public static CreateRevoluteJoint ( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : RevoluteJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
anchorA Microsoft.Xna.Framework.Vector2
anchorB Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.RevoluteJoint

CreateRopeJoint() 공개 정적인 메소드

public static CreateRopeJoint ( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : RopeJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
anchorA Microsoft.Xna.Framework.Vector2
anchorB Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.RopeJoint

CreateWeldJoint() 공개 정적인 메소드

public static CreateWeldJoint ( World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : WeldJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
anchorA Microsoft.Xna.Framework.Vector2
anchorB Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.WeldJoint

CreateWheelJoint() 공개 정적인 메소드

public static CreateWheelJoint ( World world, Body bodyA, Body bodyB, Vector2 axis ) : WheelJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
axis Microsoft.Xna.Framework.Vector2
리턴 FarseerPhysics.Dynamics.Joints.WheelJoint

CreateWheelJoint() 공개 정적인 메소드

public static CreateWheelJoint ( World world, Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false ) : WheelJoint
world FarseerPhysics.Dynamics.World
bodyA FarseerPhysics.Dynamics.Body
bodyB FarseerPhysics.Dynamics.Body
anchor Microsoft.Xna.Framework.Vector2
axis Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.WheelJoint