class nape.constraint.WeldJoint extends Constraint

Available on all platforms

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 Fields

var anchor1:Vec2

Anchor point on first Body. *

* This anchor point is defined in the local coordinate system of body1.

var anchor2:Vec2

Anchor point on second Body. *

* This anchor point is defined in the local coordinate system of body2.

var 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.

var 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.

var phase:Float

Angular phase of bodies in WeldJoint. * * @default 0

function new(body1:Null<Body>, body2:Null<Body>, anchor1:Vec2, anchor2:Vec2, ?phase:Float = 0.0f):Void

Construct a new WeldJoint. * *

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.

function bodyImpulse(body:Body):Vec3

@inheritDoc

function impulse():MatMN

@inheritDoc *

* For this constraint, the MatMN will be 3x1.

function visitBodies(lambda:Body ->Void):Void

@inheritDoc