RevoluteJointDef class
Revolute joint definition. This requires defining an anchor point where the bodies are joined. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative angle for joint limits. This helps when saving and loading a game. The local anchor points are measured from the body's origin rather than the center of mass because... - You might not know where the center of mass will be. - If you add/remove shapes from a body and recompute the mass, the joints will be broken.
class RevoluteJointDef extends JointDef { /** * The local anchor point relative to body1's origin. */ Vector localAnchorA; /** * The local anchor point relative to body2's origin. */ Vector localAnchorB; /** * The body2 angle minus body1 angle in the reference state (radians). */ num referenceAngle; /** * A flag to enable joint limits. */ bool enableLimit; /** * The lower angle for the joint limit (radians). */ num lowerAngle; /** * The upper angle for the joint limit (radians). */ num upperAngle; /** * A flag to enable the joint motor. */ bool enableMotor; /** * The desired motor speed. Usually in radians per second. */ num motorSpeed; /** * The maximum motor torque used to achieve the desired motor speed. * Usually in N-m. */ num maxMotorTorque; RevoluteJointDef() : super(), localAnchorA = new Vector(0.0, 0.0), localAnchorB = new Vector(0.0, 0.0), referenceAngle = 0.0, lowerAngle = 0.0, upperAngle = 0.0, maxMotorTorque = 0.0, motorSpeed = 0.0, enableLimit = false, enableMotor = false { type = JointType.REVOLUTE; } /** * Initialize the bodies, anchors, and reference angle using the world * anchor. */ void initialize(Body b1, Body b2, Vector anchor) { bodyA = b1; bodyB = b2; bodyA.getLocalPointToOut(anchor, localAnchorA); bodyB.getLocalPointToOut(anchor, localAnchorB); referenceAngle = bodyA.angle - bodyB.angle; } }
Extends
JointDef > RevoluteJointDef
Constructors
new RevoluteJointDef() #
RevoluteJointDef() : super(), localAnchorA = new Vector(0.0, 0.0), localAnchorB = new Vector(0.0, 0.0), referenceAngle = 0.0, lowerAngle = 0.0, upperAngle = 0.0, maxMotorTorque = 0.0, motorSpeed = 0.0, enableLimit = false, enableMotor = false { type = JointType.REVOLUTE; }
Properties
bool collideConnected #
Set this flag to true if the attached bodies should collide.
bool collideConnected;
bool enableLimit #
A flag to enable joint limits.
bool enableLimit;
bool enableMotor #
A flag to enable the joint motor.
bool enableMotor;
num lowerAngle #
The lower angle for the joint limit (radians).
num lowerAngle;
num maxMotorTorque #
The maximum motor torque used to achieve the desired motor speed. Usually in N-m.
num maxMotorTorque;
num motorSpeed #
The desired motor speed. Usually in radians per second.
num motorSpeed;
num referenceAngle #
The body2 angle minus body1 angle in the reference state (radians).
num referenceAngle;
final Type runtimeType #
A representation of the runtime type of the object.
external Type get runtimeType;
int type #
The joint type is set automatically for concrete joint types.
int type;
num upperAngle #
The upper angle for the joint limit (radians).
num upperAngle;
Operators
bool operator ==(other) #
The equality operator.
The default behavior for all Object
s is to return true if and
only if this
and
other are the same object.
If a subclass overrides the equality operator it should override
the hashCode
method as well to maintain consistency.
bool operator ==(other) => identical(this, other);
Methods
int hashCode() #
Get a hash code for this object.
All objects have hash codes. Hash codes are guaranteed to be the
same for objects that are equal when compared using the equality
operator ==
. Other than that there are no guarantees about
the hash codes. They will not be consistent between runs and
there are no distribution guarantees.
If a subclass overrides hashCode
it should override the
equality operator as well to maintain consistency.
external int hashCode();
void initialize(Body b1, Body b2, Vector anchor) #
Initialize the bodies, anchors, and reference angle using the world anchor.
void initialize(Body b1, Body b2, Vector anchor) { bodyA = b1; bodyB = b2; bodyA.getLocalPointToOut(anchor, localAnchorA); bodyB.getLocalPointToOut(anchor, localAnchorB); referenceAngle = bodyA.angle - bodyB.angle; }
new JointDef() #
JointDef() : type = JointType.UNKNOWN, userData = null, bodyA = null, bodyB = null, collideConnected = false { }
noSuchMethod(String name, List args) #
noSuchMethod
is invoked when users invoke a non-existant method
on an object. The name of the method and the arguments of the
invocation are passed to noSuchMethod
. If noSuchMethod
returns a value, that value becomes the result of the original
invocation.
The default behavior of noSuchMethod
is to throw a
noSuchMethodError
.
external Dynamic noSuchMethod(String name, List args);
const Object() #
Creates a new Object
instance.
Object
instances have no meaningful state, and are only useful
through their identity. An Object
instance is equal to itself
only.
const Object();
new RevoluteJointDef() #
RevoluteJointDef() : super(), localAnchorA = new Vector(0.0, 0.0), localAnchorB = new Vector(0.0, 0.0), referenceAngle = 0.0, lowerAngle = 0.0, upperAngle = 0.0, maxMotorTorque = 0.0, motorSpeed = 0.0, enableLimit = false, enableMotor = false { type = JointType.REVOLUTE; }
String toString() #
Returns a string representation of this object.
external String toString();