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Revolute joint definition. This requires defining an anchor point where the bodies are joined. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative angle for joint limits. This helps when saving and loading a game. The local anchor points are measured from the body's origin rather than the center of mass because: 1. you might not know where the center of mass will be. 2. if you add/remove shapes from a body and recompute the mass, the joints will be broken.

Hierarchy

Index

Constructors

Properties

bodyA: b2Body

The first attached body.

bodyB: b2Body

The second attached body.

collideConnected: boolean

Set this flag to true if the attached bodies should collide.

enableLimit: boolean

A flag to enable joint limits.

enableMotor: boolean

A flag to enable the joint motor.

localAnchorA: b2Vec2

The local anchor point relative to body1's origin.

localAnchorB: b2Vec2

The local anchor point relative to body2's origin.

lowerAngle: number

The lower angle for the joint limit (radians).

maxMotorTorque: number

The maximum motor torque used to achieve the desired motor speed. Usually in N-m.

motorSpeed: number

The desired motor speed. Usually in radians per second.

referenceAngle: number

The bodyB angle minus bodyA angle in the reference state (radians).

type: number

The joint type is set automatically for concrete joint types.

upperAngle: number

The upper angle for the joint limit (radians).

userData: any

Use this to attach application specific data to your joints.

Methods

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