Struct urex::objects::classes::FrictionJoint2D
source · 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.
Fields§
§m_Anchor: Vector2fThe joint’s anchor point on the object that has the joint component.
m_AutoConfigureConnectedAnchor: boolShould the connectedAnchor be calculated automatically?
m_BreakForce: f32The force that needs to be applied for this joint to break.
m_BreakTorque: f32The torque that needs to be applied for this joint to break.
m_ConnectedAnchor: Vector2fThe joint’s anchor point on the second object (ie, the one which doesn’t have the joint component).
m_ConnectedRigidBody: PPtrPPtr
m_EnableCollision: boolShould the two rigid bodies connected with this joint collide with each other?
m_Enabled: u8Enabled Behaviours are Updated, disabled Behaviours are not.
m_GameObject: PPtrThe game object this component is attached to. A component is always attached to a game object.
PPtr
m_MaxForce: f32The maximum force that can be generated when trying to maintain the friction joint constraint.
m_MaxTorque: f32The 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)