C# 클래스 Project290.Physics.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: scastle/Solitude

공개 프로퍼티들

프로퍼티 타입 설명
LocalAnchorA Vector2
LocalAnchorB Vector2

공개 메소드들

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

비공개 메소드들

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

메소드 상세

GetReactionForce() 공개 메소드

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

GetReactionTorque() 공개 메소드

public GetReactionTorque ( float invDt ) : float
invDt float
리턴 float

RopeJoint() 공개 메소드

public RopeJoint ( Body bodyA, Body bodyB, Vector2 localAnchorA, Vector2 localAnchorB ) : System
bodyA Body
bodyB Body
localAnchorA Vector2
localAnchorB Vector2
리턴 System

프로퍼티 상세

LocalAnchorA 공개적으로 프로퍼티

public Vector2 LocalAnchorA
리턴 Vector2

LocalAnchorB 공개적으로 프로퍼티

public Vector2 LocalAnchorB
리턴 Vector2