FixedMouseJoint
Declaration
public class tainicom.Aether.Physics2D.Dynamics.Joints.FixedMouseJoint
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.
Inherits: tainicom.Aether.Physics2D.Dynamics.Joints.Joint
Constructors
FixedMouseJoint
This requires a world target point, tuning parameters, and the time step.
void FixedMouseJoint(Body body, Vector2 worldAnchor)
Parameters:
| Name | Type | Description |
|---|---|---|
body |
tainicom.Aether.Physics2D.Dynamics.Body |
The body. |
worldAnchor |
Strawberry.Math.Vector2 |
The target. |
Properties
LocalAnchorA
The local anchor point on BodyA
Vector2 LocalAnchorA { get set }
WorldAnchorA override
Vector2 WorldAnchorA { get set }
WorldAnchorB override
Vector2 WorldAnchorB { get set }
MaxForce
The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of the weight (multiplier * mass * gravity).
float MaxForce { get set }
Frequency
The response speed.
float Frequency { get set }
DampingRatio
The damping ratio. 0 = no damping, 1 = critical damping.
float DampingRatio { get set }
Methods
GetReactionForce override
Vector2 GetReactionForce(float invDt)
Parameters:
| Name | Type | Description |
|---|---|---|
invDt |
System.Single |
GetReactionTorque override
float GetReactionTorque(float invDt)
Parameters:
| Name | Type | Description |
|---|---|---|
invDt |
System.Single |