/// Get the current joint translation, usually in meters. public float GetJointTranslation() { Body b1 = _bodyA; Body b2 = _bodyB; Vector2 p1 = b1.GetWorldPoint(_localAnchor1); Vector2 p2 = b2.GetWorldPoint(_localAnchor2); Vector2 d = p2 - p1; Vector2 axis = b1.GetWorldVector(_localxAxis1); float translation = Vector2.Dot(d, axis); return(translation); }
/// Get the current joint translation, usually in meters. public float GetJointTranslation() { Body bA = m_bodyA; Body bB = m_bodyB; Vec2 pA = bA.GetWorldPoint(m_localAnchorA); Vec2 pB = bB.GetWorldPoint(m_localAnchorB); Vec2 d = pB - pA; Vec2 axis = bA.GetWorldVector(m_localXAxisA); float translation = Utilities.Dot(d, axis); return(translation); }