Esempio n. 1
0
  public void dJointAttach(DBody b1, DBody b2) {
    DxBody body1 = (DxBody) b1;
    DxBody body2 = (DxBody) b2;
    // check arguments
    // dUASSERT (joint,"bad joint argument");
    dUASSERT(body1 == null || body1 != body2, "can't have body1==body2");
    DxWorld world = this.world;
    dUASSERT(
        (body1 == null || body1.getWorld() == world)
            && (body2 == null || body2.getWorld() == world),
        "joint and bodies must be in same world");

    // check if the joint can not be attached to just one body
    dUASSERT(
        !((flags & dJOINT_TWOBODIES) != 0 && ((body1 != null) ^ (body2 != null))),
        "joint can not be attached to just one body");

    // remove any existing body attachments
    if (node[0].body != null || node[1].body != null) {
      removeJointReferencesFromAttachedBodies();
    }

    // if a body is zero, make sure that it is body2, so 0 --> node[1].body
    if (body1 == null) {
      body1 = body2;
      body2 = null;
      flags |= dJOINT_REVERSE;
    } else {
      flags &= (~dJOINT_REVERSE);
    }

    // attach to new bodies
    node[0].body = body1;
    node[1].body = body2;
    if (body1 != null) {
      node[1].next = body1.firstjoint.get();
      body1.firstjoint.set(node[1]);
    } else node[1].next = null;
    if (body2 != null) {
      node[0].next = body2.firstjoint.get();
      body2.firstjoint.set(node[0]);
    } else {
      node[0].next = null;
    }

    // Since the bodies are now set.
    // Calculate the values depending on the bodies.
    // Only need to calculate relative value if a body exist
    if (body1 != null || body2 != null) setRelativeValues();
  }