C# 클래스 FarseerPhysics.Dynamics.Joints.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.
상속: Joint
파일 보기 프로젝트 열기: prime31/Nez 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
localAnchorA Vector2
localAnchorB Vector2
maxLength float

공개 메소드들

메소드 설명
RopeJoint ( Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : System

Constructor for RopeJoint.

getReactionForce ( float invDt ) : Vector2
getReactionTorque ( float invDt ) : float

비공개 메소드들

메소드 설명
RopeJoint ( ) : System
initVelocityConstraints ( SolverData &data ) : void
solvePositionConstraints ( SolverData &data ) : bool
solveVelocityConstraints ( SolverData &data ) : void

메소드 상세

RopeJoint() 공개 메소드

Constructor for RopeJoint.
public RopeJoint ( Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : System
bodyA Body The first body
bodyB Body The second body
anchorA Vector2 The anchor on the first body
anchorB Vector2 The anchor on the second body
useWorldCoordinates bool Set to true if you are using world coordinates as anchors.
리턴 System

getReactionForce() 공개 메소드

public getReactionForce ( float invDt ) : Vector2
invDt float
리턴 Vector2

getReactionTorque() 공개 메소드

public getReactionTorque ( float invDt ) : float
invDt float
리턴 float

프로퍼티 상세

localAnchorA 공개적으로 프로퍼티

The local anchor point on BodyA
public Vector2 localAnchorA
리턴 Vector2

localAnchorB 공개적으로 프로퍼티

The local anchor point on BodyB
public Vector2 localAnchorB
리턴 Vector2

maxLength 공개적으로 프로퍼티

Get or set the maximum length of the rope. By default, it is the distance between the two anchor points.
public float maxLength
리턴 float