A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. It can be used on ropes that are made up of several connected bodies, and if there is a need to support a heavy body. This joint is used for stabiliation of heavy objects on soft constraint joints.
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Vector2 | LocalAnchorA [get, set] |
| The local anchor point on BodyA More...
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Vector2 | LocalAnchorB [get, set] |
| The local anchor point on BodyB More...
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override sealed Vector2 | WorldAnchorA [get, set] |
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override sealed Vector2 | WorldAnchorB [get, set] |
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float | MaxLength [get, set] |
| Get or set the maximum length of the rope. By default, it is the distance between the two anchor points. More...
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LimitState | State [get] |
| Gets the state of the joint. More...
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World | World [get] |
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JointType | JointType [get, protected set] |
| Gets or sets the type of the joint. More...
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Body | BodyA [get, set] |
| Get the first body attached to this joint. More...
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Body | BodyB [get, set] |
| Get the second body attached to this joint. More...
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abstract Vector2 | WorldAnchorA [get, set] |
| Get the anchor point on bodyA in world coordinates. On some joints, this value indicate the anchor point within the world. More...
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abstract Vector2 | WorldAnchorB [get, set] |
| Get the anchor point on bodyB in world coordinates. On some joints, this value indicate the anchor point within the world. More...
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bool | CollideConnected [get, set] |
| Set this flag to true if the attached bodies should collide. More...
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float | Breakpoint [get, set] |
| The Breakpoint simply indicates the maximum Value the JointError can be before it breaks. The default value is float.MaxValue, which means it never breaks. More...
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A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. It can be used on ropes that are made up of several connected bodies, and if there is a need to support a heavy body. This joint is used for stabiliation of heavy objects on soft constraint joints.
Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior. Use the DistanceJoint instead if you want to dynamically control the length.