C# (CSharp) FarseerPhysics.Dynamics.Joints Namespace

Classes

Name Description
AngleJoint Maintains a fixed angle between two bodies
DistanceJoint A distance joint rains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod.
FixedAngleJoint
FixedDistanceJoint A distance joint rains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod.
FixedLineJoint
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.
FixedPrismaticJoint A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in body1. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction.
FixedRevoluteJoint A revolute joint rains to bodies to share a common point while they are free to rotate about the point. The relative rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is provided so that infinite forces are not generated.
FrictionJoint Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction.
GearJoint A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = ant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length. @warning The revolute and prismatic joints must be attached to fixed bodies (which must be body1 on those joints).
Jacobian
Joint
JointEdge A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for each attached body.
LineJoint
MotorJoint A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a dynamic body with respect to the ground.
PrismaticJoint A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in bodyA. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction.
PulleyJoint The pulley joint is connected to two bodies and two fixed ground points. The pulley supports a ratio such that: length1 + ratio * length2 <= constant Yes, the force transmitted is scaled by the ratio. Warning: the pulley joint can get a bit squirrelly by itself. They often work better when combined with prismatic joints. You should also cover the the anchor points with static shapes to prevent one side from going to zero length.
RevoluteJoint A revolute joint rains to bodies to share a common point while they are free to rotate about the point. The relative rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is provided so that infinite forces are not generated.
RopeJoint A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior. A model that would allow you to dynamically modify the length would have some sponginess, so I chose not to implement it that way. See b2DistanceJoint if you want to dynamically control length.
SliderJoint A distance joint contrains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod.
WeldJoint A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is approximate.
WheelJoint