public class FrictionJoint
Constructors
protected FrictionJoint(IWorldPool argWorldPool, FrictionJointDef def) |
Methods
public Vec2 getLocalAnchorA() | |
public Vec2 getLocalAnchorB() | |
public void getAnchorA(Vec2 argOut) | get the anchor point on bodyA in world coordinates. |
public void getAnchorB(Vec2 argOut) | get the anchor point on bodyB in world coordinates. |
public void getReactionForce(float inv_dt, Vec2 argOut) | get the reaction force on body2 at the joint anchor in Newtons. |
public float getReactionTorque(float inv_dt) | get the reaction torque on body2 in N*m. |
public void setMaxForce(float force) | |
public float getMaxForce() | |
public void setMaxTorque(float torque) | |
public float getMaxTorque() | |
public void initVelocityConstraints(SolverData data) | |
public void solveVelocityConstraints(SolverData data) | |
public boolean solvePositionConstraints(SolverData data) | This returns true if the position errors are within tolerance. |
Inherited fields
From Joint
m_prev, m_next, m_edgeA, m_edgeB, m_bodyA, m_bodyB, m_islandFlag, m_userData, pool
Inherited methods
Constructor details
FrictionJoint
protected FrictionJoint(IWorldPool argWorldPool, FrictionJointDef def)Method details
getLocalAnchorA
public Vec2 getLocalAnchorA()getLocalAnchorB
public Vec2 getLocalAnchorB()getAnchorA
public void getAnchorA(Vec2 argOut)get the anchor point on bodyA in world coordinates.
getAnchorB
public void getAnchorB(Vec2 argOut)get the anchor point on bodyB in world coordinates.
getReactionForce
public void getReactionForce(float inv_dt, Vec2 argOut)get the reaction force on body2 at the joint anchor in Newtons.
getReactionTorque
public float getReactionTorque(float inv_dt)get the reaction torque on body2 in N*m.
setMaxForce
public void setMaxForce(float force)getMaxForce
public float getMaxForce()setMaxTorque
public void setMaxTorque(float torque)getMaxTorque
public float getMaxTorque()initVelocityConstraints
public void initVelocityConstraints(SolverData data)See also
com.codename1.gaming.physics.box2d.dynamics.joints.Joint#initVelocityConstraints(com.codename1.gaming.physics.box2d.dynamics.TimeStep)
solveVelocityConstraints
public void solveVelocityConstraints(SolverData data)solvePositionConstraints
public boolean solvePositionConstraints(SolverData data)This returns true if the position errors are within tolerance.