public class WeldJoint

  1. Object
  2. Joint
  3. WeldJoint
A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is approximate.

Constructors

protected WeldJoint(IWorldPool argWorld, WeldJointDef def)

Methods

public float getReferenceAngle()
public Vec2 getLocalAnchorA()
public Vec2 getLocalAnchorB()
public float getFrequency()
public void setFrequency(float frequencyHz)
public float getDampingRatio()
public void setDampingRatio(float dampingRatio)
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 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

Inherited methods

Constructor details

WeldJoint

protected WeldJoint(IWorldPool argWorld, WeldJointDef def)

Method details

getReferenceAngle

public float getReferenceAngle()

getLocalAnchorA

public Vec2 getLocalAnchorA()

getLocalAnchorB

public Vec2 getLocalAnchorB()

getFrequency

public float getFrequency()

setFrequency

public void setFrequency(float frequencyHz)

getDampingRatio

public float getDampingRatio()

setDampingRatio

public void setDampingRatio(float dampingRatio)

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.

initVelocityConstraints

public void initVelocityConstraints(SolverData data)

solveVelocityConstraints

public void solveVelocityConstraints(SolverData data)

solvePositionConstraints

public boolean solvePositionConstraints(SolverData data)
This returns true if the position errors are within tolerance.