DistanceJointDef<A extends Body, B extends Body> class
Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game.
Warning: Do not use a zero or short length.
Constructors
Properties
- bodyA ↔ A
-
The first attached body.
getter/setter pairinherited
- bodyB ↔ B
-
The second attached body.
getter/setter pairinherited
- collideConnected ↔ bool
-
Set this flag to true if the attached bodies should collide.
getter/setter pairinherited
- dampingRatio ↔ double
-
The damping ratio. 0 = no damping, 1 = critical damping.
getter/setter pair
- frequencyHz ↔ double
-
The mass-spring-damper frequency in Hertz.
getter/setter pair
- hashCode → int
-
The hash code for this object.
no setterinherited
- length ↔ double
-
The equilibrium length between the anchor points.
getter/setter pair
- localAnchorA → Vector2
-
The local anchor point relative to body1's origin.
finalinherited
- localAnchorB → Vector2
-
The local anchor point relative to body2's origin.
finalinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- userData ↔ Object?
-
Use this to attach application specific data to your joints.
getter/setter pairinherited
Methods
-
initialize(
A body1, B body2, Vector2 anchor1, Vector2 anchor2) → void - Initialize the bodies, anchors, and length using the world anchors.
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited