/// <summary> /// Get the current joint translation, usually in meters. /// </summary> public float GetJointTranslation() { Body b1 = _body1; Body b2 = _body2; 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); }
/// <summary> /// Get the current joint translation speed, usually in meters per second. /// </summary> public float GetJointSpeed() { Body b1 = _body1; Body b2 = _body2; Vector2 r1 = b1.GetTransform().TransformDirection(_localAnchor1 - b1.GetLocalCenter()); Vector2 r2 = b2.GetTransform().TransformDirection(_localAnchor2 - b2.GetLocalCenter()); Vector2 p1 = b1._sweep.C + r1; Vector2 p2 = b2._sweep.C + r2; Vector2 d = p2 - p1; Vector2 axis = b1.GetWorldVector(_localXAxis1); Vector2 v1 = b1._linearVelocity; Vector2 v2 = b2._linearVelocity; float w1 = b1._angularVelocity; float w2 = b2._angularVelocity; float speed = Vector2.Dot(d, axis.CrossScalarPreMultiply(w1)) + Vector2.Dot(axis, v2 + r2.CrossScalarPreMultiply(w2) - v1 - r1.CrossScalarPreMultiply(w1)); return(speed); }
/// <summary> /// Get the current joint translation speed, usually in meters per second. /// </summary> public float GetJointSpeed() { Body b1 = _body1; Body b2 = _body2; Vec2 r1 = Box2DNet.Common.Math.Mul(b1.GetXForm().R, _localAnchor1 - b1.GetLocalCenter()); Vec2 r2 = Box2DNet.Common.Math.Mul(b2.GetXForm().R, _localAnchor2 - b2.GetLocalCenter()); Vec2 p1 = b1._sweep.C + r1; Vec2 p2 = b2._sweep.C + r2; Vec2 d = p2 - p1; Vec2 axis = b1.GetWorldVector(_localXAxis1); Vec2 v1 = b1._linearVelocity; Vec2 v2 = b2._linearVelocity; float w1 = b1._angularVelocity; float w2 = b2._angularVelocity; float speed = Vec2.Dot(d, Vec2.Cross(w1, axis)) + Vec2.Dot(axis, v2 + Vec2.Cross(w2, r2) - v1 - Vec2.Cross(w1, r1)); return(speed); }