Свойство | Type | Description | |
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LocalAnchorA | Vector2 |
Méthode | Description | |
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FixedDistanceJoint ( Body body, Vector2 bodyAnchor, Vector2 worldAnchor ) : 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 invDt ) : Vector2 | ||
GetReactionTorque ( float invDt ) : float |
Méthode | Description | |
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InitVelocityConstraints ( TimeStep &step ) : void | ||
SolvePositionConstraints ( ) : bool | ||
SolveVelocityConstraints ( TimeStep &step ) : void |
public FixedDistanceJoint ( Body body, Vector2 bodyAnchor, Vector2 worldAnchor ) : System | ||
body | Body | The body. |
bodyAnchor | Vector2 | The body anchor. |
worldAnchor | Vector2 | The world anchor. |
Résultat | System |
public GetReactionForce ( float invDt ) : Vector2 | ||
invDt | float | |
Résultat | Vector2 |
public GetReactionTorque ( float invDt ) : float | ||
invDt | float | |
Résultat | float |