Joints are connections between bodies that limit their relative motion.
Joints are solved using an iterative constraint based approach in the same manner as contacts.
Current joint implementations:
AngleJointfor constraining the rotation of two bodies
DistanceJointfor fixed length distance and spring/damper
FrictionJointfor applying friction, air resistance, joint friction, etc
MotorJointprimarily for character control
PinJointspecifically to connect a distance joint with spring/damper to one body
PrismaticJointfor only allowing relative linear motion along an axis with or without a motor and limits
PulleyJointfor creating a pulley with or without block-and- tackle
RevoluteJointfor only allowing relative rotation with or without a motor
RopeJointfor min/max distance between bodies
WeldJointfor connecting two bodies together completely
WheelJointfor connecting two bodies in a frame-wheel type configuration with linear spring/damper and angular motor
Implementation of an angle joint.
Implementation of a fixed length distance joint.
Implementation of a friction joint.
Represents constrained motion between two
Implementation a motor joint.
Implementation of a pin joint.
Implementation of a prismatic joint.
Implementation of a pulley joint.
Implementation of a pivot joint.
Implementation a maximum and/or minimum length distance joint.
Implementation of a weld joint.
Implementation of a wheel joint.
Enumeration for the limit states a joint can have.