pub struct FrictionJoint2D {
    pub m_Anchor: Vector2f,
    pub m_AutoConfigureConnectedAnchor: bool,
    pub m_BreakForce: f32,
    pub m_BreakTorque: f32,
    pub m_ConnectedAnchor: Vector2f,
    pub m_ConnectedRigidBody: PPtr,
    pub m_EnableCollision: bool,
    pub m_Enabled: u8,
    pub m_GameObject: PPtr,
    pub m_MaxForce: f32,
    pub m_MaxTorque: f32,
    pub m_BreakAction: Option<i32>,
}
Expand description

FrictionJoint2D is a class of the Unity engine since version 5.3.0f1. Exert from Unity’s scripting documentation: Applies both force and torque to reduce both the linear and angular velocities to zero. The joint constantly tries to reduce both the ::Rigidbody2D::velocity and ::Rigidbody2D::angularVelocity to zero. Unlike contact friction which requires two colliders to be in contact, force and torque here are applied continuously.You can control both the maximum force using maxForce and maximum torque using maxTorque. Because you can use very high force or torque limits, you can essentially reduce an objects movement to almost zero.A typical usage for this joint might be to simulate top-down surface friction or to simulate stiff rotation of an object.

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§m_Anchor: Vector2f

The joint’s anchor point on the object that has the joint component.

§m_AutoConfigureConnectedAnchor: bool

Should the connectedAnchor be calculated automatically?

§m_BreakForce: f32

The force that needs to be applied for this joint to break.

§m_BreakTorque: f32

The torque that needs to be applied for this joint to break.

§m_ConnectedAnchor: Vector2f

The joint’s anchor point on the second object (ie, the one which doesn’t have the joint component).

§m_ConnectedRigidBody: PPtr

PPtr: (5.3.0f1 - 2022.3.2f1)

§m_EnableCollision: bool

Should the two rigid bodies connected with this joint collide with each other?

§m_Enabled: u8

Enabled Behaviours are Updated, disabled Behaviours are not.

§m_GameObject: PPtr

The game object this component is attached to. A component is always attached to a game object. PPtr: (5.3.0f1 - 2022.3.2f1)

§m_MaxForce: f32

The maximum force that can be generated when trying to maintain the friction joint constraint.

§m_MaxTorque: f32

The maximum torque that can be generated when trying to maintain the friction joint constraint.

§m_BreakAction: Option<i32>

The action to take when the joint breaks the breakForce or breakTorque. i32: (2022.2.0b1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for FrictionJoint2D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for FrictionJoint2D

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for FrictionJoint2D

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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fn from(t: T) -> T

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fn into(self) -> U

Calls U::from(self).

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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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