Joint class abstract

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



Joint(JointDef<Body, Body> def)


anchorA Vector2
Get the anchor point on bodyA in world coordinates.
no setter
anchorB Vector2
Get the anchor point on bodyB in world coordinates.
no setter
bodyA Body
getter/setter pair
bodyB Body
getter/setter pair
collideConnected 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.
no setter
hashCode int
The hash code for this object.
no setterinherited
isActive bool
Short-cut function to determine if either body is inactive.
no setter
islandFlag bool
getter/setter pair
localAnchorA Vector2
localAnchorB Vector2
renderColor Color3i
Color used to render.
runtimeType Type
A representation of the runtime type of the object.
no setterinherited


containsBody(Body body) bool
Whether the body is connected to the joint
destructor() → void
Override to handle destruction of joint
initVelocityConstraints(SolverData data) → void
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
otherBody(Body body) Body
Get the other body than the argument in the joint
reactionForce(double invDt) Vector2
Get the reaction force on body2 at the joint anchor in Newtons.
reactionTorque(double invDt) double
Get the reaction torque on body2 in N*m.
render(DebugDraw debugDraw) → void
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

destroy(Joint joint) → void