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Description
Description
When applying a Prismatic Joint, the localAxisA is normalized. This causes {NaN, NaN}
when the joint is new Vector2(0,0)
See
How To Reproduce
Create a new prismatic joint where the localAxisA
is new Vector2(0,0)
You can work around the issue by using Reflection to update the private values:
var jdef = new PrismaticJointDef();
jdef.bodyA = body1;
jdef.bodyB = body2;
jdef.collideConnected = false;
jdef.localAxisA = new Vector2(0, 0);
var pJoint = world.CreateJoint(jdef);
var propX = pJoint.GetType().GetField("m_localXAxisA", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var propY = pJoint.GetType().GetField("m_localYAxisA", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
propX.SetValue(pJoint, new Vector2(0, 0));
propY.SetValue(pJoint, new Vector2(0, 0));
Expected Behavior
Something similar to: