public class MouseJoint
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.
Constructors
protected MouseJoint(IWorldPool argWorld, MouseJointDef def) |
Methods
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 invDt, Vec2 argOut) | get the reaction force on body2 at the joint anchor in Newtons. |
public float getReactionTorque(float invDt) | get the reaction torque on body2 in N*m. |
public void setTarget(Vec2 target) | |
public Vec2 getTarget() | |
public void setMaxForce(float force) | |
public float getMaxForce() | |
public void setFrequency(float hz) | |
public float getFrequency() | |
public void setDampingRatio(float ratio) | |
public float getDampingRatio() | |
public void initVelocityConstraints(SolverData data) | |
public boolean solvePositionConstraints(SolverData data) | This returns true if the position errors are within tolerance. |
public void solveVelocityConstraints(SolverData data) |
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
MouseJoint
protected MouseJoint(IWorldPool argWorld, MouseJointDef def)Method details
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 invDt, Vec2 argOut)get the reaction force on body2 at the joint anchor in Newtons.
getReactionTorque
public float getReactionTorque(float invDt)get the reaction torque on body2 in N*m.
setTarget
public void setTarget(Vec2 target)getTarget
public Vec2 getTarget()setMaxForce
public void setMaxForce(float force)getMaxForce
public float getMaxForce()setFrequency
public void setFrequency(float hz)getFrequency
public float getFrequency()setDampingRatio
public void setDampingRatio(float ratio)getDampingRatio
public float getDampingRatio()initVelocityConstraints
public void initVelocityConstraints(SolverData data)solvePositionConstraints
public boolean solvePositionConstraints(SolverData data)This returns true if the position errors are within tolerance.
solveVelocityConstraints
public void solveVelocityConstraints(SolverData data)