C# Class FarseerPhysics.Dynamics.Joints.FixedMouseJoint

A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force. This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed.
Inheritance: Joint
Show file Open project: prime31/Nez Class Usage Examples

Public Properties

Property Type Description
localAnchorA Microsoft.Xna.Framework.Vector2

Public Methods

Method Description
FixedMouseJoint ( Body body, Vector2 worldAnchor ) : System.Diagnostics

This requires a world target point, tuning parameters, and the time step.

getReactionForce ( float invDt ) : Vector2
getReactionTorque ( float invDt ) : float

Private Methods

Method Description
initVelocityConstraints ( SolverData &data ) : void
solvePositionConstraints ( SolverData &data ) : bool
solveVelocityConstraints ( SolverData &data ) : void

Method Details

FixedMouseJoint() public method

This requires a world target point, tuning parameters, and the time step.
public FixedMouseJoint ( Body body, Vector2 worldAnchor ) : System.Diagnostics
body Body The body.
worldAnchor Microsoft.Xna.Framework.Vector2 The target.
return System.Diagnostics

getReactionForce() public method

public getReactionForce ( float invDt ) : Vector2
invDt float
return Microsoft.Xna.Framework.Vector2

getReactionTorque() public method

public getReactionTorque ( float invDt ) : float
invDt float
return float

Property Details

localAnchorA public property

The local anchor point on BodyA
public Vector2,Microsoft.Xna.Framework localAnchorA
return Microsoft.Xna.Framework.Vector2