Table of Contents

Class MotorJointOptions

Namespace
Stride.CommunityToolkit.Box2D
Assembly
Stride.CommunityToolkit.Box2D.dll

Drives body B relative to body A: a velocity to chase with capped force and torque, and a spring toward the frames' alignment. The mouse drag idiom, and the way to move a body without making it kinematic.

public sealed record MotorJointOptions : JointOptionsBase, IEquatable<JointOptionsBase>, IEquatable<MotorJointOptions>
Inheritance
MotorJointOptions
Implements
Inherited Members

Properties

AngularDampingRatio

Angular spring damping ratio.

public float? AngularDampingRatio { get; init; }

Property Value

float?

AngularHertz

Angular spring stiffness, in hertz.

public float? AngularHertz { get; init; }

Property Value

float?

AngularVelocity

Relative angular velocity to drive, in radians per second.

public float? AngularVelocity { get; init; }

Property Value

float?

LinearDampingRatio

Linear spring damping ratio.

public float? LinearDampingRatio { get; init; }

Property Value

float?

LinearHertz

Linear spring stiffness toward the frames' alignment, in hertz.

public float? LinearHertz { get; init; }

Property Value

float?

LinearVelocity

Relative linear velocity to drive, in metres per second.

public Vector2? LinearVelocity { get; init; }

Property Value

Vector2?

MaxSpringForce

The most force the linear spring may apply, in newtons.

public float? MaxSpringForce { get; init; }

Property Value

float?

MaxSpringTorque

The most torque the angular spring may apply, in newton-metres.

public float? MaxSpringTorque { get; init; }

Property Value

float?

MaxVelocityForce

The most force the velocity drive may apply, in newtons.

public float? MaxVelocityForce { get; init; }

Property Value

float?

MaxVelocityTorque

The most torque the velocity drive may apply, in newton-metres.

public float? MaxVelocityTorque { get; init; }

Property Value

float?