Package com.badlogic.gdx.physics.box2d.joints

Examples of com.badlogic.gdx.physics.box2d.joints.MouseJointDef


      MotorJointDef d = (MotorJointDef)def;
      return jniCreateMotorJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.linearOffset.x, d.linearOffset.y,
        d.angularOffset, d.maxForce, d.maxTorque, d.correctionFactor);
    }
    if (def.type == JointType.MouseJoint) {
      MouseJointDef d = (MouseJointDef)def;
      return jniCreateMouseJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.target.x, d.target.y, d.maxForce,
        d.frequencyHz, d.dampingRatio);
    }
    if (def.type == JointType.PrismaticJoint) {
      PrismaticJointDef d = (PrismaticJointDef)def;
View Full Code Here


    if (def.type == JointType.GearJoint) {
      GearJointDef d = (GearJointDef)def;
      return jniCreateGearJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.joint1.addr, d.joint2.addr, d.ratio);
    }
    if (def.type == JointType.MouseJoint) {
      MouseJointDef d = (MouseJointDef)def;
      return jniCreateMouseJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.target.x, d.target.y, d.maxForce,
        d.frequencyHz, d.dampingRatio);
    }
    if (def.type == JointType.PrismaticJoint) {
      PrismaticJointDef d = (PrismaticJointDef)def;
View Full Code Here

        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();
 
View Full Code Here

    if (def.type == JointType.GearJoint) {
      GearJointDef d = (GearJointDef)def;
      return jniCreateGearJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.joint1.addr, d.joint2.addr, d.ratio);
    }
    if (def.type == JointType.MouseJoint) {
      MouseJointDef d = (MouseJointDef)def;
      return jniCreateMouseJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.target.x, d.target.y, d.maxForce,
        d.frequencyHz, d.dampingRatio);
    }
    if (def.type == JointType.PrismaticJoint) {
      PrismaticJointDef d = (PrismaticJointDef)def;
View Full Code Here

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Related Classes of com.badlogic.gdx.physics.box2d.joints.MouseJointDef

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