C# Class Box2D.Dynamics.Joints.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.
Inheritance: JointDef
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Public Properties

Property Type Description
DampingRatio float
FrequencyHz float
Length float
LocalAnchorA Box2D.Common.Vec2
LocalAnchorB Box2D.Common.Vec2

Public Methods

Method Description
DistanceJointDef ( ) : Box2D.Common
Initialize ( Body b1, Body b2, Vec2 anchor1, Vec2 anchor2 ) : void

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

Method Details

DistanceJointDef() public method

public DistanceJointDef ( ) : Box2D.Common
return Box2D.Common

Initialize() public method

Initialize the bodies, anchors, and length using the world anchors.
public Initialize ( Body b1, Body b2, Vec2 anchor1, Vec2 anchor2 ) : void
b1 Body First body
b2 Body Second body
anchor1 Box2D.Common.Vec2 World anchor on first body
anchor2 Box2D.Common.Vec2 World anchor on second body
return void

Property Details

DampingRatio public_oe property

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

FrequencyHz public_oe property

The mass-spring-damper frequency in Hertz.
public float FrequencyHz
return float

Length public_oe property

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

LocalAnchorA public_oe property

The local anchor point relative to body1's origin.
public Vec2,Box2D.Common LocalAnchorA
return Box2D.Common.Vec2

LocalAnchorB public_oe property

The local anchor point relative to body2's origin.
public Vec2,Box2D.Common LocalAnchorB
return Box2D.Common.Vec2