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WeldJoint Class

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.
Inheritance Hierarchy
SystemObject
  Internal.tainicom.Aether.Physics2D.Dynamics.JointsJoint
    Internal.tainicom.Aether.Physics2D.Dynamics.JointsWeldJoint

Namespace:  Internal.tainicom.Aether.Physics2D.Dynamics.Joints
Assembly:  NeoAxis.Core (in NeoAxis.Core.dll) Version: 2024.1.1.0 (2024.1.1.0)
Syntax
C#
public class WeldJoint : Joint

The WeldJoint type exposes the following members.

Constructors
  NameDescription
Public methodWeldJoint
You need to specify an anchor point where they are attached. The position of the anchor point is important for computing the reaction torque.
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Properties
  NameDescription
Public propertyBodyA
Get the first body attached to this joint.
(Inherited from Joint.)
Public propertyBodyB
Get the second body attached to this joint.
(Inherited from Joint.)
Public propertyBreakpoint
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.
(Inherited from Joint.)
Public propertyCollideConnected
Set this flag to true if the attached bodies should collide.
(Inherited from Joint.)
Public propertyDampingRatio
The damping on the joint. The damping is only used when the joint has a frequency (> 0). A higher value means more damping.
Public propertyFrequencyHz
The frequency of the joint. A higher frequency means a stiffer joint, but a too high value can cause the joint to oscillate. Default is 0, which means the joint does no spring calculations.
Public propertyJointType
Gets or sets the type of the joint.
(Inherited from Joint.)
Public propertyLocalAnchorA
The local anchor point on BodyA
Public propertyLocalAnchorB
The local anchor point on BodyB
Public propertyReferenceAngle
The bodyB angle minus bodyA angle in the reference state (radians).
Public propertyWorld
Get the parent World of this joint. This is null if the joint is not attached.
(Inherited from Joint.)
Public propertyWorldAnchorA (Overrides JointWorldAnchorA.)
Public propertyWorldAnchorB (Overrides JointWorldAnchorB.)
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Methods
  NameDescription
Public methodEquals
Determines whether the specified object is equal to the current object.
(Inherited from Object.)
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as the default hash function.
(Inherited from Object.)
Public methodGetReactionForce (Overrides JointGetReactionForce(Single).)
Public methodGetReactionTorque (Overrides JointGetReactionTorque(Single).)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Public methodIsFixedType
Return true if the joint is a fixed type.
(Inherited from Joint.)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
Protected methodWakeBodies (Inherited from Joint.)
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Events
  NameDescription
Public eventBroke
Fires when the joint is broken.
(Inherited from Joint.)
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Fields
  NameDescription
Public fieldEnabled
Indicate if this join is enabled or not. Disabling a joint means it is still in the simulation, but inactive.
(Inherited from Joint.)
Public fieldTag
Set the user data pointer.
(Inherited from Joint.)
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Extension Methods
See Also