Joint class

The base joint class. Joints are used to constrain two bodies together in various fashions. Some joints also feature limits and motors.



Joint(IWorldPool worldPool, JointDef def)


hashCode int
The hash code for this object. [...]
read-only, inherited
pool IWorldPool
read / write
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited


destructor() → void
Override to handle destruction of joint
getAnchorA(Vector2 out) → void
get the anchor point on bodyA in world coordinates. [...]
getAnchorB(Vector2 out) → void
get the anchor point on bodyB in world coordinates. [...]
getBodyA() Body
get the first body attached to this joint.
getBodyB() Body
get the second body attached to this joint. [...]
getCollideConnected() bool
Get collide connected. Note: modifying the collide connect flag won't work correctly because the flag is only checked when fixture AABBs begin to overlap.
getNext() Joint
get the next joint the world joint list.
getReactionForce(double inv_dt, Vector2 out) → void
get the reaction force on body2 at the joint anchor in Newtons. [...]
getReactionTorque(double inv_dt) double
get the reaction torque on body2 in N*m. [...]
getType() JointType
get the type of the concrete joint. [...]
initVelocityConstraints(SolverData data) → void
isActive() bool
Short-cut function to determine if either body is inactive. [...]
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
solvePositionConstraints(SolverData data) bool
This returns true if the position errors are within tolerance. Internal.
solveVelocityConstraints(SolverData data) → void
toString() String
A string representation of this object. [...]


operator ==(Object other) bool
The equality operator. [...]

Static Methods

create(World world, JointDef def) Joint
destroy(Joint joint) → void