WeldJoint
WeldJoint constraining two bodies to be exactly locked together.
The equation for this constraint is:
[ body2.localPointToWorld(anchor2) ] = [ body1.localPointToWorld(anchor1) ] [ body2.rotation ] [ body1.rotation + phase ]
This constraint is equivalent to using a PivotJoint and AngleJoint
together except that it is solved as a single constraint and thus
will be more stable.
This constraint is 3 dimensional.
Although this constraint is very stable, if you chain bodies together
using this constraint, you should except to see a small amount of rotation
about the anchor points so you should chose them accordingly.
Instance Members
@private
First Body in constraint.
This value may be null, but trying to simulate the constraint whilst
this body is null will result in an error.
Second Body in constraint.
This value may be null, but trying to simulate the constraint whilst
this body is null will result in an error.
Anchor point on first Body.
This anchor point is defined in the local coordinate system of body1.
Anchor point on second Body.
This anchor point is defined in the local coordinate system of body2.
Angular phase of bodies in WeldJoint.
@default 0
@inheritDoc
For this constraint, the MatMN will be 3x1.
Returns |
---|
nape.geom.MatMN |
@inheritDoc
Name | Type |
---|---|
body |
nape.phys.Body |
Returns |
---|
nape.geom.Vec3 |
@inheritDoc
Name | Type |
---|---|
lambda |
Function |
new(body1: Null<nape.phys.Body>, body2: Null<nape.phys.Body>, anchor1: nape.geom.Vec2, anchor2: nape.geom.Vec2, ?phase: Float = 0.0): Void
Construct a new WeldJoint.
Name | Type | Default | Description |
---|---|---|---|
body1 |
Null<nape.phys.Body> | The first body in WeldJoint. | |
body2 |
Null<nape.phys.Body> | The second body in WeldJoint. | |
anchor1 |
nape.geom.Vec2 | The first local anchor for joint. | |
anchor2 |
nape.geom.Vec2 | The second local anchor for joint. | |
phase |
Float | 0.0 |
The angular phase of joint. (default 0) |
Private Members
Metadata
Name | Parameters |
---|---|
:final |
- |