Property | Type | Description | |
---|---|---|---|
LocalAnchorA | Vector2 | ||
LocalAnchorB | Vector2 |
Method | Description | |
---|---|---|
GetReactionForce ( float inv_dt ) : Vector2 | ||
GetReactionTorque ( float inv_dt ) : float | ||
LineJoint ( Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB, Vector2 axis ) : System |
Initialize the bodies, anchors, axis, and reference angle using the local anchor and world axis. This requires defining a line of motion using an axis and an anchor point. Uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.
|
Method | Description | |
---|---|---|
InitVelocityConstraints ( TimeStep &step ) : void | ||
SolvePositionConstraints ( ) : bool | ||
SolveVelocityConstraints ( TimeStep &step ) : void |
public GetReactionForce ( float inv_dt ) : Vector2 | ||
inv_dt | float | |
return | Vector2 |
public GetReactionTorque ( float inv_dt ) : float | ||
inv_dt | float | |
return | float |
public LineJoint ( Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB, Vector2 axis ) : System | ||
bodyA | Body | The first body. |
bodyB | Body | The second body. |
localAnchorA | Vector2 | The first body anchor. |
localAnchorB | Vector2 | The second body anchor. |
axis | Vector2 | The axis. |
return | System |