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HughPH.Box2D
Organised dotnet bindings for Box2D 3.1.1
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Weld joint definition
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Public Member Functions | |
| WeldJointDef (Body bodyA, Body bodyB, Vec2 anchorA, Vec2 anchorB, float referenceAngle=0.0f, float linearHertz=0.0f, float angularHertz=0.0f, float linearDampingRatio=0.0f, float angularDampingRatio=0.0f, bool collideConnected=false, object? userData=null) | |
| Construct a weld joint definition with the supplied values. | |
| WeldJointDef () | |
| Construct a weld joint definition with the default values. | |
Properties | |
| ref Body | BodyA [get] |
| The first attached body. | |
| ref Body | BodyB [get] |
| The second attached body. | |
| ref Vec2 | LocalAnchorA [get] |
| The local anchor point relative to bodyA's origin. | |
| ref Vec2 | LocalAnchorB [get] |
| The local anchor point relative to bodyB's origin. | |
| ref float | ReferenceAngle [get] |
| The bodyB angle minus bodyA angle in the reference state (radians) | |
| ref float | LinearHertz [get] |
| Linear stiffness expressed as Hertz (cycles per second). Use zero for maximum stiffness. | |
| ref float | AngularHertz [get] |
| Angular stiffness as Hertz (cycles per second). Use zero for maximum stiffness. | |
| ref float | LinearDampingRatio [get] |
| Linear damping ratio, non-dimensional. Use 1 for critical damping. | |
| ref float | AngularDampingRatio [get] |
| Linear damping ratio, non-dimensional. Use 1 for critical damping. | |
| bool | CollideConnected [get, set] |
| Set this flag to true if the attached bodies should collide. | |
| object? | UserData [get, set] |
| User data. | |
Weld joint definition
A weld joint connect to bodies together rigidly. This constraint provides springs to mimic soft-body simulation. Note: The approximate solver in Box2D cannot hold many bodies together rigidly.
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inline |
Construct a weld joint definition with the supplied values.
| bodyA | The first attached body |
| bodyB | The second attached body |
| anchorA | The local anchor point relative to bodyA's origin |
| anchorB | The local anchor point relative to bodyB's origin |
| referenceAngle | The bodyB angle minus bodyA angle in the reference state (radians) |
| linearHertz | Linear stiffness expressed as Hertz (cycles per second). Use zero for maximum stiffness |
| angularHertz | Angular stiffness as Hertz (cycles per second). Use zero for maximum stiffness |
| linearDampingRatio | Linear damping ratio, non-dimensional. Use 1 for critical damping |
| angularDampingRatio | Angular damping ratio, non-dimensional. Use 1 for critical damping |
| collideConnected | Set this flag to true if the attached bodies should collide |
| userData | User data |