DistanceJoint2D

Struct DistanceJoint2D 

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pub struct DistanceJoint2D {
Show 14 fields pub m_Anchor: Vector2f, pub m_ConnectedAnchor: Vector2f, pub m_ConnectedRigidBody: PPtr, pub m_Distance: f32, pub m_Enabled: u8, pub m_GameObject: PPtr, pub m_AutoConfigureConnectedAnchor: Option<bool>, pub m_AutoConfigureDistance: Option<bool>, pub m_BreakAction: Option<i32>, pub m_BreakForce: Option<f32>, pub m_BreakTorque: Option<f32>, pub m_CollideConnected: Option<bool>, pub m_EnableCollision: Option<bool>, pub m_MaxDistanceOnly: Option<bool>,
}
Expand description

DistanceJoint2D is a class of the Unity engine since version 4.3.0. Exert from Unity’s scripting documentation: Joint that keeps two Rigidbody2D objects a fixed distance apart. Note that unlike the SpringJoint2D component, the distance separating the objects is truly fixed and does not allow for any stretching.See Also: HingeJoint2D class, SliderJoint2D class, SpringJoint2D class.

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§m_Anchor: Vector2f

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

§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<Rigidbody2D>: (4.3.0 - 2022.3.2f1)

§m_Distance: f32

The distance separating the two ends of the joint.

§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<GameObject>: (4.3.0 - 2022.3.2f1)

§m_AutoConfigureConnectedAnchor: Option<bool>

Should the connectedAnchor be calculated automatically? bool: (5.3.0f1 - 2022.3.2f1)

§m_AutoConfigureDistance: Option<bool>

Should the distance be calculated automatically? bool: (5.3.0f1 - 2022.3.2f1)

§m_BreakAction: Option<i32>

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

§m_BreakForce: Option<f32>

The force that needs to be applied for this joint to break. f32: (5.3.0f1 - 2022.3.2f1)

§m_BreakTorque: Option<f32>

The torque that needs to be applied for this joint to break. f32: (5.3.0f1 - 2022.3.2f1)

§m_CollideConnected: Option<bool>

bool: (4.3.0 - 5.0.0f4)

§m_EnableCollision: Option<bool>

Should the two rigid bodies connected with this joint collide with each other? bool: (5.0.1f1 - 2022.3.2f1)

§m_MaxDistanceOnly: Option<bool>

Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead. bool: (4.5.0 - 2022.3.2f1)

Trait Implementations§

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impl Debug for DistanceJoint2D

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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 DistanceJoint2D

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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 DistanceJoint2D

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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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