Box2dFrictionJoint

Box2D Friction Joint

  • Used to apply top-down friction
  • Provides 2D translational friction and angular friction

Constructor

new Box2dFrictionJoint(objectA, objectB, anchor, collideopt)

Create a friction joint

Parameters:
NameTypeAttributesDefaultDescription
objectABox2dObject
objectBBox2dObject
anchorVector2
collideboolean<optional>
false

Extends

Methods

destroy()

Destroy this joint

getAnchorA() → {Vector2}

Get the first anchor for this joint in world coordinates

Returns:
Type: 
Vector2

getAnchorB() → {Vector2}

Get the second anchor for this joint in world coordinates

Returns:
Type: 
Vector2

getCollideConnected() → {boolean}

Check if the connected bodies should collide

Returns:
Type: 
boolean

getLocalAnchorA() → {Vector2}

Get the local anchor point relative to objectA's origin

Returns:
Type: 
Vector2

getLocalAnchorB() → {Vector2}

Get the local anchor point relative to objectB's origin

Returns:
Type: 
Vector2

getMaxForce() → {number}

Get the maximum friction force

Returns:
Type: 
number

getMaxTorque() → {number}

Get the maximum friction torque

Returns:
Type: 
number

getObjectA() → {Box2dObject}

Get the first object attached to this joint

Returns:
Type: 
Box2dObject

getObjectB() → {Box2dObject}

Get the second object attached to this joint

Returns:
Type: 
Box2dObject

getReactionForce(time) → {Vector2}

Get the reaction force on bodyB at the joint anchor given a time step

Parameters:
NameTypeDescription
timenumber
Returns:
Type: 
Vector2

getReactionTorque(time) → {number}

Get the reaction torque on bodyB in N*m given a time step

Parameters:
NameTypeDescription
timenumber
Returns:
Type: 
number

isActive() → {boolean}

Check if either connected body is active

Returns:
Type: 
boolean

setMaxForce(force)

Set the maximum friction force

Parameters:
NameTypeDescription
forcenumber

setMaxTorque(torque)

Set the maximum friction torque

Parameters:
NameTypeDescription
torquenumber