public class DistanceJointDef
Distance joint definition. This requires defining an
anchor point on both bodies and the non-zero length of the
distance joint. The definition uses local anchor points
so that the initial configuration can violate the constraint
slightly. This helps when saving and loading a game.
Warning. Do not use a zero or short length.
Fields
public final Vec2 localAnchorA | The local anchor point relative to body1’s origin. |
public final Vec2 localAnchorB | The local anchor point relative to body2’s origin. |
public float length | The equilibrium length between the anchor points. |
public float frequencyHz | The mass-spring-damper frequency in Hertz. |
public float dampingRatio | The damping ratio. |
Constructors
public DistanceJointDef() |
Methods
public void initialize(Body b1, Body b2, Vec2 anchor1, Vec2 anchor2) | Initialize the bodies, anchors, and length using the world anchors. |
Inherited fields
Inherited methods
Field details
localAnchorA
public final Vec2 localAnchorAThe local anchor point relative to body1’s origin.
localAnchorB
public final Vec2 localAnchorBThe local anchor point relative to body2’s origin.
length
public float lengthThe equilibrium length between the anchor points.
frequencyHz
public float frequencyHzThe mass-spring-damper frequency in Hertz.
dampingRatio
public float dampingRatioThe damping ratio. 0 = no damping, 1 = critical damping.
Constructor details
DistanceJointDef
public DistanceJointDef()Method details
initialize
public void initialize(Body b1, Body b2, Vec2 anchor1, Vec2 anchor2)Initialize the bodies, anchors, and length using the world
anchors.
Parameters
b1Body- First body
b2Body- Second body
anchor1Vec2- World anchor on first body
anchor2Vec2- World anchor on second body