Class MotorJointOptions
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
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MotorJointOptions
- Implements
- Inherited Members
Properties
AngularDampingRatio
Angular spring damping ratio.
public float? AngularDampingRatio { get; init; }
Property Value
AngularHertz
Angular spring stiffness, in hertz.
public float? AngularHertz { get; init; }
Property Value
AngularVelocity
Relative angular velocity to drive, in radians per second.
public float? AngularVelocity { get; init; }
Property Value
LinearDampingRatio
Linear spring damping ratio.
public float? LinearDampingRatio { get; init; }
Property Value
LinearHertz
Linear spring stiffness toward the frames' alignment, in hertz.
public float? LinearHertz { get; init; }
Property Value
LinearVelocity
Relative linear velocity to drive, in metres per second.
public Vector2? LinearVelocity { get; init; }
Property Value
MaxSpringForce
The most force the linear spring may apply, in newtons.
public float? MaxSpringForce { get; init; }
Property Value
MaxSpringTorque
The most torque the angular spring may apply, in newton-metres.
public float? MaxSpringTorque { get; init; }
Property Value
MaxVelocityForce
The most force the velocity drive may apply, in newtons.
public float? MaxVelocityForce { get; init; }
Property Value
MaxVelocityTorque
The most torque the velocity drive may apply, in newton-metres.
public float? MaxVelocityTorque { get; init; }