Box2D 2.4.1
A 2D physics engine for games
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#include <b2_joint.h>
Public Member Functions | |
b2JointType | GetType () const |
Get the type of the concrete joint. | |
b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
virtual b2Vec2 | GetAnchorA () const =0 |
Get the anchor point on bodyA in world coordinates. More... | |
virtual b2Vec2 | GetAnchorB () const =0 |
Get the anchor point on bodyB in world coordinates. More... | |
virtual b2Vec2 | GetReactionForce (float inv_dt) const =0 |
Get the reaction force on bodyB at the joint anchor in Newtons. More... | |
virtual float | GetReactionTorque (float inv_dt) const =0 |
Get the reaction torque on bodyB in N*m. More... | |
b2Joint * | GetNext () |
Get the next joint the world joint list. | |
const b2Joint * | GetNext () const |
b2JointUserData & | GetUserData () |
Get the user data pointer. | |
bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
virtual void | Dump () |
Dump this joint to the log file. More... | |
virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. More... | |
virtual void | Draw (b2Draw *draw) const |
Debug draw this joint. More... | |
Protected Member Functions | |
b2Joint (const b2JointDef *def) | |
virtual void | InitVelocityConstraints (const b2SolverData &data)=0 |
virtual void | SolveVelocityConstraints (const b2SolverData &data)=0 |
virtual bool | SolvePositionConstraints (const b2SolverData &data)=0 |
Static Protected Member Functions | |
static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
Protected Attributes | |
b2JointType | m_type |
b2Joint * | m_prev |
b2Joint * | m_next |
b2JointEdge | m_edgeA |
b2JointEdge | m_edgeB |
b2Body * | m_bodyA |
b2Body * | m_bodyB |
int32 | m_index |
bool | m_islandFlag |
bool | m_collideConnected |
b2JointUserData | m_userData |
Friends | |
class | b2World |
class | b2Body |
class | b2Island |
class | b2GearJoint |
The base joint class. Joints are used to constraint two bodies together in various fashions. Some joints also feature limits and motors.
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virtual |
Debug draw this joint.
Reimplemented in b2DistanceJoint, b2PrismaticJoint, b2RevoluteJoint, and b2WheelJoint.
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inlinevirtual |
Dump this joint to the log file.
Reimplemented in b2DistanceJoint, b2FrictionJoint, b2GearJoint, b2MotorJoint, b2MouseJoint, b2PrismaticJoint, b2PulleyJoint, b2RevoluteJoint, b2WeldJoint, and b2WheelJoint.
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pure virtual |
Get the anchor point on bodyA in world coordinates.
Implemented in b2DistanceJoint, b2FrictionJoint, b2GearJoint, b2MotorJoint, b2MouseJoint, b2PrismaticJoint, b2PulleyJoint, b2RevoluteJoint, b2WeldJoint, and b2WheelJoint.
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pure virtual |
Get the anchor point on bodyB in world coordinates.
Implemented in b2DistanceJoint, b2FrictionJoint, b2GearJoint, b2MotorJoint, b2MouseJoint, b2PrismaticJoint, b2PulleyJoint, b2RevoluteJoint, b2WeldJoint, and b2WheelJoint.
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inline |
Get collide connected. Note: modifying the collide connect flag won't work correctly because the flag is only checked when fixture AABBs begin to overlap.
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pure virtual |
Get the reaction force on bodyB at the joint anchor in Newtons.
Implemented in b2DistanceJoint, b2FrictionJoint, b2GearJoint, b2MotorJoint, b2MouseJoint, b2PrismaticJoint, b2PulleyJoint, b2RevoluteJoint, b2WeldJoint, and b2WheelJoint.
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pure virtual |
Get the reaction torque on bodyB in N*m.
Implemented in b2DistanceJoint, b2FrictionJoint, b2GearJoint, b2MotorJoint, b2MouseJoint, b2PrismaticJoint, b2PulleyJoint, b2RevoluteJoint, b2WeldJoint, and b2WheelJoint.
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inlinevirtual |
Shift the origin for any points stored in world coordinates.
Reimplemented in b2MouseJoint, and b2PulleyJoint.