Internal.tainicom.Aether.Physics2D.Dynamics.Joints Namespace |
Class | Description | |
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AngleJoint |
Maintains a fixed angle between two bodies
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DistanceJoint |
A distance joint rains two points on two bodies
to remain at a fixed distance from each other. You can view
this as a massless, rigid rod.
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FixedMouseJoint |
A mouse joint is used to make a point on a body track a
specified world point. This a soft constraint with a maximum
force. This allows the constraint to stretch and without
applying huge forces.
NOTE: this joint is not documented in the manual because it was
developed to be used in the testbed. If you want to learn how to
use the mouse joint, look at the testbed.
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FrictionJoint |
Friction joint. This is used for top-down friction.
It provides 2D translational friction and angular friction.
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GearJoint |
A gear joint is used to connect two joints together.
Either joint can be a revolute or prismatic joint.
You specify a gear ratio to bind the motions together:
coordinate1 + ratio * coordinate2 = ant
The ratio can be negative or positive. If one joint is a revolute joint
and the other joint is a prismatic joint, then the ratio will have units
of length or units of 1/length.
Warning: You have to manually destroy the gear joint if jointA or jointB is destroyed.
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Joint | ||
JointEdge |
A joint edge is used to connect bodies and joints together
in a joint graph where each body is a node and each joint
is an edge. A joint edge belongs to a doubly linked list
maintained in each attached body. Each joint has two joint
nodes, one for each attached body.
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JointFactory |
An easy to use factory for using joints.
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MotorJoint |
A motor joint is used to control the relative motion
between two bodies. A typical usage is to control the movement
of a dynamic body with respect to the ground.
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PrismaticJoint |
A prismatic joint. This joint provides one degree of freedom: translation
along an axis fixed in bodyA. Relative rotation is prevented. You can
use a joint limit to restrict the range of motion and a joint motor to
drive the motion or to model joint friction.
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PulleyJoint |
The pulley joint is connected to two bodies and two fixed world points.
The pulley supports a ratio such that:
length1 + ratio * length2 <= constant
Yes, the force transmitted is scaled by the ratio.
Warning: the pulley joint can get a bit squirrelly by itself. They often
work better when combined with prismatic joints. You should also cover the
the anchor points with static shapes to prevent one side from going to zero length.
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RevoluteJoint |
A revolute joint constrains to bodies to share a common point while they
are free to rotate about the point. The relative rotation about the shared
point is the joint angle. You can limit the relative rotation with
a joint limit that specifies a lower and upper angle. You can use a motor
to drive the relative rotation about the shared point. A maximum motor torque
is provided so that infinite forces are not generated.
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RopeJoint |
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.
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WeldJoint |
A weld joint essentially glues two bodies together. A weld joint may
distort somewhat because the island constraint solver is approximate.
The joint is soft constraint based, which means the two bodies will move
relative to each other, when a force is applied. To combine two bodies
in a rigid fashion, combine the fixtures to a single body instead.
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WheelJoint |
A wheel joint. This joint provides two degrees of freedom: translation
along an axis fixed in bodyA and rotation in the plane. You can use a
joint limit to restrict the range of motion and a joint motor to drive
the rotation or to model rotational friction.
This joint is designed for vehicle suspensions.
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Enumeration | Description | |
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JointType | ||
LimitState |