MotorJoint
Declaration
public class tainicom.Aether.Physics2D.Dynamics.Joints.MotorJoint
A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a dynamic body with respect to the ground.
Inherits: tainicom.Aether.Physics2D.Dynamics.Joints.Joint
Constructors
MotorJoint
Constructor for MotorJoint.
void MotorJoint(Body bodyA, Body bodyB, bool useWorldCoordinates = false)
Parameters:
| Name | Type | Description |
|---|---|---|
bodyA |
tainicom.Aether.Physics2D.Dynamics.Body |
The first body |
bodyB |
tainicom.Aether.Physics2D.Dynamics.Body |
The second body |
useWorldCoordinates |
System.Boolean = false |
Set to true if you are using world coordinates as anchors. |
Properties
WorldAnchorA override
Vector2 WorldAnchorA { get set }
WorldAnchorB override
Vector2 WorldAnchorB { get set }
MaxForce
The maximum amount of force that can be applied to BodyA
float MaxForce { get set }
MaxTorque
The maximum amount of torque that can be applied to BodyA
float MaxTorque { get set }
LinearOffset
The linear (translation) offset.
Vector2 LinearOffset { get set }
AngularOffset
Get or set the angular offset.
float AngularOffset { 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 |