Aether.Physics2D
1.7
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Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction. More...
Public Member Functions | |
FrictionJoint (Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates=false) | |
Constructor for FrictionJoint. More... | |
override Vector2 | GetReactionForce (float invDt) |
Get the reaction force on body at the joint anchor in Newtons. More... | |
override float | GetReactionTorque (float invDt) |
Get the reaction torque on the body at the joint anchor in N*m. More... | |
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bool | IsFixedType () |
Return true if the joint is a fixed type. More... | |
Properties | |
Vector2 | LocalAnchorA [get, set] |
The local anchor point on BodyA More... | |
Vector2 | LocalAnchorB [get, set] |
The local anchor point on BodyB More... | |
override Vector2 | WorldAnchorA [get, set] |
override Vector2 | WorldAnchorB [get, set] |
float | MaxForce [get, set] |
The maximum friction force in N. More... | |
float | MaxTorque [get, set] |
The maximum friction torque in N-m. More... | |
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World | World [get] |
Get the parent World of this joint. This is null if the joint is not attached. More... | |
JointType | JointType [get, protected set] |
Gets or sets the type of the joint. More... | |
Body | BodyA [get, set] |
Get the first body attached to this joint. More... | |
Body | BodyB [get, set] |
Get the second body attached to this joint. More... | |
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... | |
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... | |
bool | CollideConnected [get, set] |
Set this flag to true if the attached bodies should collide. More... | |
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... | |
Additional Inherited Members | |
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bool | Enabled = true |
Indicate if this join is enabled or not. Disabling a joint means it is still in the simulation, but inactive. More... | |
object | Tag |
Set the user data pointer. More... | |
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Joint (Body bodyA, Body bodyB) | |
Joint (Body body) | |
Constructor for fixed joint More... | |
void | WakeBodies () |
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Action< Joint, float > | Broke |
Fires when the joint is broken. More... | |
Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction.
FrictionJoint | ( | Body | bodyA, |
Body | bodyB, | ||
Vector2 | anchor, | ||
bool | useWorldCoordinates = false |
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Constructor for FrictionJoint.
bodyA | |
bodyB | |
anchor | |
useWorldCoordinates | Set to true if you are using world coordinates as anchors. |
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virtual |
Get the reaction force on body at the joint anchor in Newtons.
invDt | The inverse delta time. |
Implements Joint.
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virtual |
Get the reaction torque on the body at the joint anchor in N*m.
invDt | The inverse delta time. |
Implements Joint.
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getset |
The local anchor point on BodyA
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getset |
The local anchor point on BodyB
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getset |
The maximum friction force in N.
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getset |
The maximum friction torque in N-m.