use of com.badlogic.gdx.physics.box2d.joints.FrictionJoint in project libgdx by libgdx.
the class World method createJoint.
/*
b2World* world = (b2World*)(addr);
b2Body* body = (b2Body*)(bodyAddr);
CustomContactFilter contactFilter(env, object);
CustomContactListener contactListener(env, object);
world->SetContactFilter(&contactFilter);
world->SetContactListener(&contactListener);
body->SetActive(false);
world->SetContactFilter(&defaultFilter);
world->SetContactListener(0);
*/
/** Create a joint to constrain bodies together. No reference to the definition is retained. This may cause the connected bodies
* to cease colliding.
* @warning This function is locked during callbacks. */
public Joint createJoint(JointDef def) {
long jointAddr = createProperJoint(def);
Joint joint = null;
if (def.type == JointType.DistanceJoint)
joint = new DistanceJoint(this, jointAddr);
if (def.type == JointType.FrictionJoint)
joint = new FrictionJoint(this, jointAddr);
if (def.type == JointType.GearJoint)
joint = new GearJoint(this, jointAddr, ((GearJointDef) def).joint1, ((GearJointDef) def).joint2);
if (def.type == JointType.MotorJoint)
joint = new MotorJoint(this, jointAddr);
if (def.type == JointType.MouseJoint)
joint = new MouseJoint(this, jointAddr);
if (def.type == JointType.PrismaticJoint)
joint = new PrismaticJoint(this, jointAddr);
if (def.type == JointType.PulleyJoint)
joint = new PulleyJoint(this, jointAddr);
if (def.type == JointType.RevoluteJoint)
joint = new RevoluteJoint(this, jointAddr);
if (def.type == JointType.RopeJoint)
joint = new RopeJoint(this, jointAddr);
if (def.type == JointType.WeldJoint)
joint = new WeldJoint(this, jointAddr);
if (def.type == JointType.WheelJoint)
joint = new WheelJoint(this, jointAddr);
if (joint != null)
joints.put(joint.addr, joint);
JointEdge jointEdgeA = new JointEdge(def.bodyB, joint);
JointEdge jointEdgeB = new JointEdge(def.bodyA, joint);
joint.jointEdgeA = jointEdgeA;
joint.jointEdgeB = jointEdgeB;
def.bodyA.joints.add(jointEdgeA);
def.bodyB.joints.add(jointEdgeB);
return joint;
}
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