public class WheelJointDef
Wheel joint definition. This requires defining a line of motion using an axis and an anchor
point. The definition uses local anchor points and a local axis so that the initial configuration
can violate the constraint slightly. The joint translation is zero when the local anchor points
coincide in world space. Using local anchors and a local axis helps when saving and loading a
game.
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 final Vec2 localAxisA | The local translation axis in body1. |
public boolean enableMotor | Enable/disable the joint motor. |
public float maxMotorTorque | The maximum motor torque, usually in N-m. |
public float motorSpeed | The desired motor speed in radians per second. |
public float frequencyHz | Suspension frequency, zero indicates no suspension |
public float dampingRatio | Suspension damping ratio, one indicates critical damping |
Constructors
public WheelJointDef() |
Methods
public void initialize(Body b1, Body b2, Vec2 anchor, Vec2 axis) |
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.
localAxisA
public final Vec2 localAxisAThe local translation axis in body1.
enableMotor
public boolean enableMotorEnable/disable the joint motor.
maxMotorTorque
public float maxMotorTorqueThe maximum motor torque, usually in N-m.
motorSpeed
public float motorSpeedThe desired motor speed in radians per second.
frequencyHz
public float frequencyHzSuspension frequency, zero indicates no suspension
dampingRatio
public float dampingRatioSuspension damping ratio, one indicates critical damping
Constructor details
WheelJointDef
public WheelJointDef()Method details
initialize
public void initialize(Body b1, Body b2, Vec2 anchor, Vec2 axis)