C# Class Box2DX.Dynamics.DistanceJointDef

Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game. @warning Do not use a zero or short length.
Inheritance: JointDef
Show file Open project: KrugerHeavyIndustries/box2d-unity Class Usage Examples

Public Properties

Property Type Description
DampingRatio float
FrequencyHz float
Length float
LocalAnchor1 System.Vector2
LocalAnchor2 System.Vector2

Public Methods

Method Description
DistanceJointDef ( ) : System
Initialize ( Body body1, Body body2, System.Vector2 anchor1, System.Vector2 anchor2 ) : void

Initialize the bodies, anchors, and length using the world anchors.

Method Details

DistanceJointDef() public method

public DistanceJointDef ( ) : System
return System

Initialize() public method

Initialize the bodies, anchors, and length using the world anchors.
public Initialize ( Body body1, Body body2, System.Vector2 anchor1, System.Vector2 anchor2 ) : void
body1 Body
body2 Body
anchor1 System.Vector2
anchor2 System.Vector2
return void

Property Details

DampingRatio public property

The damping ratio. 0 = no damping, 1 = critical damping.
public float DampingRatio
return float

FrequencyHz public property

The response speed.
public float FrequencyHz
return float

Length public property

The equilibrium length between the anchor points.
public float Length
return float

LocalAnchor1 public property

The local anchor point relative to body1's origin.
public Vector2,System LocalAnchor1
return System.Vector2

LocalAnchor2 public property

The local anchor point relative to body2's origin.
public Vector2,System LocalAnchor2
return System.Vector2