public class PhysicsJoint
- Object
- PhysicsJoint
A constraint that ties two
PhysicsBody objects together (or a body to the world)
– a pin, a slider, a weld, a spring, a drag handle. Create one through the
PhysicsWorld#createRevoluteJoint(PhysicsBody, PhysicsBody, float, float) family
of methods; they take anchor points in pixels and handle the meters/y-flip
conversion for you. For joint-type-specific tuning (motors, limits, spring
frequency) reach the underlying engine joint with #getNativeJoint().Methods
public PhysicsBody getBodyA() | The first body the joint connects. |
public PhysicsBody getBodyB() | The second body the joint connects. |
public boolean isActive() | True while the joint is still part of the world (i.e. not yet destroyed). |
public void setTarget(float xPx, float yPx) | Moves a mouse joint’s target to the given pixel point (e.g. the current touch position). |
public void destroy() | Removes the joint from its world. |
public Joint getNativeJoint() | The underlying Box2D joint, for type-specific control (cast it to com.codename1.gaming.physics.box2d.dynamics.joints.RevoluteJoint etc. to set motors and limits). |
Inherited methods
Method details
getBodyA
public PhysicsBody getBodyA()The first body the joint connects.
getBodyB
public PhysicsBody getBodyB()The second body the joint connects.
isActive
public boolean isActive()True while the joint is still part of the world (i.e. not yet destroyed).
setTarget
public void setTarget(float xPx, float yPx)Moves a mouse joint’s target to the given pixel point (e.g. the current touch
position). No effect on other joint types.
destroy
public void destroy()Removes the joint from its world. Using the joint afterwards is undefined.
getNativeJoint
public Joint getNativeJoint()The underlying Box2D joint, for type-specific control (cast it to
com.codename1.gaming.physics.box2d.dynamics.joints.RevoluteJoint etc. to set
motors and limits). Anchors and the y-axis on the native joint are in meters,
y up.