public class GearJoint

  1. Object
  2. Joint
  3. GearJoint
A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length.
Warning. The revolute and prismatic joints must be attached to fixed bodies (which must be body1 on those joints).
Warning. You have to manually destroy the gear joint if joint1 or joint2 is destroyed.

Constructors

protected GearJoint(IWorldPool argWorldPool, GearJointDef def)

Methods

public void getAnchorA(Vec2 argOut)get the anchor point on bodyA in world coordinates.
public void getAnchorB(Vec2 argOut)get the anchor point on bodyB in world coordinates.
public void getReactionForce(float inv_dt, Vec2 argOut)get the reaction force on body2 at the joint anchor in Newtons.
public float getReactionTorque(float inv_dt)get the reaction torque on body2 in N*m.
public void setRatio(float argRatio)
public float getRatio()
public void initVelocityConstraints(SolverData data)
public void solveVelocityConstraints(SolverData data)
public Joint getJoint1()
public Joint getJoint2()
public boolean solvePositionConstraints(SolverData data)This returns true if the position errors are within tolerance.

Inherited fields

Inherited methods

Constructor details

GearJoint

protected GearJoint(IWorldPool argWorldPool, GearJointDef def)

Method details

getAnchorA

public void getAnchorA(Vec2 argOut)
get the anchor point on bodyA in world coordinates.

getAnchorB

public void getAnchorB(Vec2 argOut)
get the anchor point on bodyB in world coordinates.

getReactionForce

public void getReactionForce(float inv_dt, Vec2 argOut)
get the reaction force on body2 at the joint anchor in Newtons.

getReactionTorque

public float getReactionTorque(float inv_dt)
get the reaction torque on body2 in N*m.

setRatio

public void setRatio(float argRatio)

getRatio

public float getRatio()

initVelocityConstraints

public void initVelocityConstraints(SolverData data)

solveVelocityConstraints

public void solveVelocityConstraints(SolverData data)

getJoint1

public Joint getJoint1()

getJoint2

public Joint getJoint2()

solvePositionConstraints

public boolean solvePositionConstraints(SolverData data)
This returns true if the position errors are within tolerance.