Property | Type | Description | |
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LocalAnchorA | Vector2 | ||
LocalAnchorB | Vector2 |
Method | Description | |
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DistanceJoint ( Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB ) : System |
This requires defining an anchor point on both bodies and the non-zero length of the distance joint. If you don't supply a length, the local anchor points is used 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.
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GetReactionForce ( float inv_dt ) : Vector2 | ||
GetReactionTorque ( float inv_dt ) : float |
Method | Description | |
---|---|---|
InitVelocityConstraints ( TimeStep &step ) : void | ||
SolvePositionConstraints ( ) : bool | ||
SolveVelocityConstraints ( TimeStep &step ) : void |
public DistanceJoint ( Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB ) : System | ||
bodyA | Body | The first body |
bodyB | Body | The second body |
localAnchorA | Vector2 | The first body anchor |
localAnchorB | Vector2 | The second body anchor |
return | System |
public GetReactionForce ( float inv_dt ) : Vector2 | ||
inv_dt | float | |
return | Vector2 |
public GetReactionTorque ( float inv_dt ) : float | ||
inv_dt | float | |
return | float |