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.
Constructor
new(body1:Null<Body>, body2:Null<Body>, anchor1:Vec2, anchor2:Vec2, phase:Float = 0.0)
Construct a new WeldJoint.
Parameters:
body1 | The first body in WeldJoint. |
---|---|
body2 | The second body in WeldJoint. |
anchor1 | The first local anchor for joint. |
anchor2 | The second local anchor for joint. |
phase | The angular phase of joint. (default 0) |
Returns:
The constructed WeldJoint.
Variables
body1:Null<Body>
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.
body2:Null<Body>
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.
anchor1:Vec2
Anchor point on first Body.
This anchor point is defined in the local coordinate system of body1.