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BodyJoint Type

A joint on physics bodies. Because physics joints don't generalize well across 2D and 3D - or even across different 3D physics engines, we're currently only providing joint creation via the user-defined cases.

Union cases

Union case Description

AetherBodyJoint AetherBodyJoint

Full Usage: AetherBodyJoint AetherBodyJoint

Parameters:

In Aether, all 2D joints must be between two bodies. Even for attaching a body to a fixed world position, the target position must be represented by a body but it can be without shapes. Therefore, one-body 2D joints do not exist.

Item : AetherBodyJoint

Box2dNetBodyJoint Box2dNetBodyJoint

Full Usage: Box2dNetBodyJoint Box2dNetBodyJoint

Parameters:

In Box2D.NET, all 2D joints must be between two bodies. Even for attaching a body to a fixed world position, the target position must be represented by a body but it can be without shapes. Therefore, one-body 2D joints do not exist.

Item : Box2dNetBodyJoint

EmptyJoint

Full Usage: EmptyJoint

The empty joint.

JoltBodyJoint JoltBodyJoint

Full Usage: JoltBodyJoint JoltBodyJoint

Parameters:

According to https://jrouwe.github.io/JoltPhysics/class_constraint.html, Jolt Physics constraints are either vehicle or two-body. Vehicle constraints are not represented as body joints in Nu. Therefore, one-body 3D joints also do not exist.

Item : JoltBodyJoint

Instance members

Instance member Description

this.IsAetherBodyJoint

Full Usage: this.IsAetherBodyJoint

Returns: bool
Returns: bool

this.IsBox2dNetBodyJoint

Full Usage: this.IsBox2dNetBodyJoint

Returns: bool
Returns: bool

this.IsEmptyJoint

Full Usage: this.IsEmptyJoint

Returns: bool
Returns: bool

this.IsJoltBodyJoint

Full Usage: this.IsJoltBodyJoint

Returns: bool
Returns: bool

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