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java.lang.Object com.badlogic.gdx.physics.box2d.JointDef com.badlogic.gdx.physics.box2d.joints.WheelJointDef
public class WheelJointDef
Wheel joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.
Nested Class Summary |
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Nested classes/interfaces inherited from class com.badlogic.gdx.physics.box2d.JointDef |
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JointDef.JointType |
Field Summary | |
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float |
dampingRatio
Suspension damping ratio, one indicates critical damping |
boolean |
enableMotor
Enable/disable the joint motor. |
float |
frequencyHz
Suspension frequency, zero indicates no suspension |
Vector2 |
localAnchorA
The local anchor point relative to body1's origin. |
Vector2 |
localAnchorB
The local anchor point relative to body2's origin. |
Vector2 |
localAxisA
The local translation axis in body1. |
float |
maxMotorTorque
The maximum motor torque, usually in N-m. |
float |
motorSpeed
The desired motor speed in radians per second. |
Fields inherited from class com.badlogic.gdx.physics.box2d.JointDef |
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bodyA, bodyB, collideConnected, type |
Constructor Summary | |
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WheelJointDef()
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Method Summary | |
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void |
initialize(Body bodyA,
Body bodyB,
Vector2 anchor,
Vector2 axis)
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Methods inherited from class java.lang.Object |
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equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Field Detail |
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public final Vector2 localAnchorA
public final Vector2 localAnchorB
public final Vector2 localAxisA
public boolean enableMotor
public float maxMotorTorque
public float motorSpeed
public float frequencyHz
public float dampingRatio
Constructor Detail |
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public WheelJointDef()
Method Detail |
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public void initialize(Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis)
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