Prismatic |
public class PrismaticJoint : Joint
The PrismaticJoint type exposes the following members.
| Name | Description | |
|---|---|---|
| PrismaticJoint(Body, Body, Vector2, Vector2, Boolean) | Initializes a new instance of the PrismaticJoint class | |
| PrismaticJoint(Body, Body, Vector2, Vector2, Vector2, Boolean) | This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game. |
| Name | Description | |
|---|---|---|
| Axis | The axis at which the joint moves. | |
| BodyA |
Get the first body attached to this joint.
(Inherited from Joint) | |
| BodyB |
Get the second body attached to this joint.
(Inherited from Joint) | |
| Breakpoint |
The Breakpoint simply indicates the maximum Value the JointError can be before it breaks.
The default value is float.MaxValue, which means it never breaks.
(Inherited from Joint) | |
| CollideConnected |
Set this flag to true if the attached bodies should collide.
(Inherited from Joint) | |
| JointSpeed | Get the current joint translation speed, usually in meters per second. | |
| JointTranslation | Get the current joint translation, usually in meters. | |
| JointType |
Gets or sets the type of the joint.
(Inherited from Joint) | |
| LimitEnabled | Is the joint limit enabled? | |
| LocalAnchorA | The local anchor point on BodyA | |
| LocalAnchorB | The local anchor point on BodyB | |
| LocalXAxis | The axis in local coordinates relative to BodyA | |
| LowerLimit | Get the lower joint limit, usually in meters. | |
| MaxMotorForce | Set the maximum motor force, usually in N. | |
| MotorEnabled | Is the joint motor enabled? | |
| MotorImpulse | Get the current motor impulse, usually in N. | |
| MotorSpeed | Set the motor speed, usually in meters per second. | |
| ReferenceAngle | The reference angle. | |
| UpperLimit | Get the upper joint limit, usually in meters. | |
| World |
Get the parent World of this joint. This is null if the joint is not attached.
(Inherited from Joint) | |
| WorldAnchorA | (Overrides JointWorldAnchorA) | |
| WorldAnchorB | (Overrides JointWorldAnchorB) |
| Name | Description | |
|---|---|---|
| Equals | Determines whether the specified object is equal to the current object. (Inherited from Object) | |
| Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object) | |
| GetHashCode | Serves as the default hash function. (Inherited from Object) | |
| GetMotorForce | Gets the motor force. | |
| GetReactionForce | (Overrides JointGetReactionForce(Single)) | |
| GetReactionTorque | (Overrides JointGetReactionTorque(Single)) | |
| GetType | Gets the Type of the current instance. (Inherited from Object) | |
| IsFixedType |
Return true if the joint is a fixed type.
(Inherited from Joint) | |
| MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object) | |
| SetLimits | Set the joint limits, usually in meters. | |
| ToString | Returns a string that represents the current object. (Inherited from Object) | |
| WakeBodies | (Inherited from Joint) |
| Name | Description | |
|---|---|---|
| Enabled |
Indicate if this join is enabled or not. Disabling a joint
means it is still in the simulation, but inactive.
(Inherited from Joint) | |
| Tag |
Set the user data pointer.
(Inherited from Joint) |
| Name | Description | |
|---|---|---|
| MethodInvoke |
Calls the object method by name.
(Defined by ObjectEx) | |
| PropertyGet |
Gets the value of the object property by name.
(Defined by ObjectEx) | |
| PropertyGetT |
Gets the value of the object property by name.
(Defined by ObjectEx) | |
| PropertySet |
Sets the value of the object property by name.
(Defined by ObjectEx) |