C# Class Project290.Physics.Dynamics.Joints.WeldJoint

A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is approximate.
Inheritance: Joint
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Public Properties

Property Type Description
LocalAnchorA Vector2
LocalAnchorB Vector2

Public Methods

Method Description
GetReactionForce ( float inv_dt ) : Vector2
GetReactionTorque ( float inv_dt ) : float
WeldJoint ( Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB ) : System

You need to specify a local anchor point where they are attached and the relative body angle. The position of the anchor point is important for computing the reaction torque. You can change the anchor points relative to bodyA or bodyB by changing LocalAnchorA and/or LocalAnchorB.

Private Methods

Method Description
InitVelocityConstraints ( TimeStep &step ) : void
SolvePositionConstraints ( ) : bool
SolveVelocityConstraints ( TimeStep &step ) : void

Method Details

GetReactionForce() public method

public GetReactionForce ( float inv_dt ) : Vector2
inv_dt float
return Vector2

GetReactionTorque() public method

public GetReactionTorque ( float inv_dt ) : float
inv_dt float
return float

WeldJoint() public method

You need to specify a local anchor point where they are attached and the relative body angle. The position of the anchor point is important for computing the reaction torque. You can change the anchor points relative to bodyA or bodyB by changing LocalAnchorA and/or LocalAnchorB.
public WeldJoint ( 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

Property Details

LocalAnchorA public_oe property

public Vector2 LocalAnchorA
return Vector2

LocalAnchorB public_oe property

public Vector2 LocalAnchorB
return Vector2