RevoluteJointDef<A extends Body, B extends Body> 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.
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
- enableLimit ↔ bool
-
A flag to enable joint limits.
getter/setter pair
- enableMotor ↔ bool
-
A flag to enable the joint motor.
getter/setter pair
- hashCode → int
-
The hash code for this object.
no setterinherited
- localAnchorA → Vector2
-
The local anchor point relative to body1's origin.
finalinherited
- localAnchorB → Vector2
-
The local anchor point relative to body2's origin.
finalinherited
- lowerAngle ↔ double
-
The lower angle for the joint limit (radians).
getter/setter pair
- maxMotorTorque ↔ double
-
The maximum motor torque used to achieve the desired motor speed.
Usually in N-m.
getter/setter pair
- motorSpeed ↔ double
-
The desired motor speed. Usually in radians per second.
getter/setter pair
- referenceAngle ↔ double
-
The body2 angle minus body1 angle in the reference state (radians).
getter/setter pair
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- upperAngle ↔ double
-
The upper angle for the joint limit (radians).
getter/setter pair
- userData ↔ Object?
-
Use this to attach application specific data to your joints.
getter/setter pairinherited
Methods
-
initialize(
A body1, B body2, Vector2 anchor) → void - Initialize the bodies, anchors, and reference angle using the world anchor.
-
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