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    Box2D 2.4.1
    
   A 2D physics engine for games 
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Friction joint definition. More...
#include <b2_friction_joint.h>
  
Public Member Functions | |
| void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor) | 
Public Attributes | |
| b2Vec2 | localAnchorA | 
| The local anchor point relative to bodyA's origin.  | |
| b2Vec2 | localAnchorB | 
| The local anchor point relative to bodyB's origin.  | |
| float | maxForce | 
| The maximum friction force in N.  | |
| float | maxTorque | 
| The maximum friction torque in N-m.  | |
  Public Attributes inherited from b2JointDef | |
| b2JointType | type | 
| The joint type is set automatically for concrete joint types.  | |
| b2JointUserData | userData | 
| Use this to attach application specific data to your joints.  | |
| b2Body * | bodyA | 
| The first attached body.  | |
| b2Body * | bodyB | 
| The second attached body.  | |
| bool | collideConnected | 
| Set this flag to true if the attached bodies should collide.  | |
Friction joint definition.
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.