C# 클래스 Box2DX.Dynamics.DistanceJointDef

Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint. The definition uses local anchor points 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.
상속: JointDef
파일 보기 프로젝트 열기: KrugerHeavyIndustries/box2d-unity 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
DampingRatio float
FrequencyHz float
Length float
LocalAnchor1 System.Vector2
LocalAnchor2 System.Vector2

공개 메소드들

메소드 설명
DistanceJointDef ( ) : System
Initialize ( Body body1, Body body2, System.Vector2 anchor1, System.Vector2 anchor2 ) : void

Initialize the bodies, anchors, and length using the world anchors.

메소드 상세

DistanceJointDef() 공개 메소드

public DistanceJointDef ( ) : System
리턴 System

Initialize() 공개 메소드

Initialize the bodies, anchors, and length using the world anchors.
public Initialize ( Body body1, Body body2, System.Vector2 anchor1, System.Vector2 anchor2 ) : void
body1 Body
body2 Body
anchor1 System.Vector2
anchor2 System.Vector2
리턴 void

프로퍼티 상세

DampingRatio 공개적으로 프로퍼티

The damping ratio. 0 = no damping, 1 = critical damping.
public float DampingRatio
리턴 float

FrequencyHz 공개적으로 프로퍼티

The response speed.
public float FrequencyHz
리턴 float

Length 공개적으로 프로퍼티

The equilibrium length between the anchor points.
public float Length
리턴 float

LocalAnchor1 공개적으로 프로퍼티

The local anchor point relative to body1's origin.
public Vector2,System LocalAnchor1
리턴 System.Vector2

LocalAnchor2 공개적으로 프로퍼티

The local anchor point relative to body2's origin.
public Vector2,System LocalAnchor2
리턴 System.Vector2