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FixedPrismaticJoint ( Body body, Vector2 worldAnchor, Vector2 axis ) : System |
This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.
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GetReactionForce ( float inv_dt ) : Vector2 | ||
GetReactionTorque ( float inv_dt ) : float |
메소드 | 설명 | |
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InitVelocityConstraints ( TimeStep &step ) : void | ||
SolvePositionConstraints ( ) : bool | ||
SolveVelocityConstraints ( TimeStep &step ) : void |
public FixedPrismaticJoint ( Body body, Vector2 worldAnchor, Vector2 axis ) : System | ||
body | Body | The body. |
worldAnchor | Vector2 | The anchor. |
axis | Vector2 | The axis. |
리턴 | System |
public GetReactionForce ( float inv_dt ) : Vector2 | ||
inv_dt | float | |
리턴 | Vector2 |