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
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.
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.
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. |