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RopeJoint

Declaration

public class tainicom.Aether.Physics2D.Dynamics.Joints.RopeJoint

A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. It can be used on ropes that are made up of several connected bodies, and if there is a need to support a heavy body. This joint is used for stabiliation of heavy objects on soft constraint joints. Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior. Use the DistanceJoint instead if you want to dynamically control the length.

Inherits: tainicom.Aether.Physics2D.Dynamics.Joints.Joint

Constructors

RopeJoint

Constructor for RopeJoint.

void RopeJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, 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
anchorA Strawberry.Math.Vector2 The anchor on the first body
anchorB Strawberry.Math.Vector2 The anchor on the second body
useWorldCoordinates System.Boolean = false Set to true if you are using world coordinates as anchors.

Properties

LocalAnchorA

The local anchor point on BodyA

Vector2 LocalAnchorA { get set }

LocalAnchorB

The local anchor point on BodyB

Vector2 LocalAnchorB { get set }

WorldAnchorA override sealed

Vector2 WorldAnchorA { get set }

WorldAnchorB override sealed

Vector2 WorldAnchorB { get set }

MaxLength

Get or set the maximum length of the rope. By default, it is the distance between the two anchor points.

float MaxLength { get set }

State

Gets the state of the joint.

LimitState State { get }

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