Box2D 2.4.1
A 2D physics engine for games
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#include <b2_prismatic_joint.h>
Public Member Functions | |
void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis) |
Public Attributes | |
b2Vec2 | localAnchorA |
The local anchor point relative to bodyA's origin. | |
b2Vec2 | localAnchorB |
The local anchor point relative to bodyB's origin. | |
b2Vec2 | localAxisA |
The local translation unit axis in bodyA. | |
float | referenceAngle |
The constrained angle between the bodies: bodyB_angle - bodyA_angle. | |
bool | enableLimit |
Enable/disable the joint limit. | |
float | lowerTranslation |
The lower translation limit, usually in meters. | |
float | upperTranslation |
The upper translation limit, usually in meters. | |
bool | enableMotor |
Enable/disable the joint motor. | |
float | maxMotorForce |
The maximum motor torque, usually in N-m. | |
float | motorSpeed |
The desired motor speed in radians per second. | |
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. | |
Prismatic joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.
void b2PrismaticJointDef::Initialize | ( | b2Body * | bodyA, |
b2Body * | bodyB, | ||
const b2Vec2 & | anchor, | ||
const b2Vec2 & | axis | ||
) |
Initialize the bodies, anchors, axis, and reference angle using the world anchor and unit world axis.