C# 클래스 Project290.Physics.Dynamics.Joints.RevoluteJoint

A revolute joint rains to bodies to share a common point while they are free to rotate about the point. The relative rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is provided so that infinite forces are not generated.
상속: Joint
파일 보기 프로젝트 열기: scastle/Solitude 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
LocalAnchorA Vector2
LocalAnchorB Vector2

공개 메소드들

메소드 설명
GetReactionForce ( float inv_dt ) : Vector2
GetReactionTorque ( float inv_dt ) : float
RevoluteJoint ( Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB ) : System

Initialize the bodies and local anchor. This requires defining an anchor point where the bodies are joined. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative angle for joint limits. This helps when saving and loading a game. The local anchor points are measured from the body's origin rather than the center of mass because: 1. you might not know where the center of mass will be. 2. if you add/remove shapes from a body and recompute the mass, the joints will be broken.

비공개 메소드들

메소드 설명
InitVelocityConstraints ( TimeStep &step ) : void
SolvePositionConstraints ( ) : bool
SolveVelocityConstraints ( TimeStep &step ) : void

메소드 상세

GetReactionForce() 공개 메소드

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

GetReactionTorque() 공개 메소드

public GetReactionTorque ( float inv_dt ) : float
inv_dt float
리턴 float

RevoluteJoint() 공개 메소드

Initialize the bodies and local anchor. This requires defining an anchor point where the bodies are joined. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative angle for joint limits. This helps when saving and loading a game. The local anchor points are measured from the body's origin rather than the center of mass because: 1. you might not know where the center of mass will be. 2. if you add/remove shapes from a body and recompute the mass, the joints will be broken.
public RevoluteJoint ( 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 anchor.
리턴 System

프로퍼티 상세

LocalAnchorA 공개적으로 프로퍼티

public Vector2 LocalAnchorA
리턴 Vector2

LocalAnchorB 공개적으로 프로퍼티

public Vector2 LocalAnchorB
리턴 Vector2