|  | Box2D
    2.3.0
    A 2D Physics Engine for Games | 
#include <b2WheelJoint.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 axis in bodyA. | |
| bool | enableMotor | 
| Enable/disable the joint motor. | |
| float32 | maxMotorTorque | 
| The maximum motor torque, usually in N-m. | |
| float32 | motorSpeed | 
| The desired motor speed in radians per second. | |
| float32 | frequencyHz | 
| Suspension frequency, zero indicates no suspension. | |
| float32 | dampingRatio | 
| Suspension damping ratio, one indicates critical damping. | |
|  Public Attributes inherited from b2JointDef | |
| b2JointType | type | 
| The joint type is set automatically for concrete joint types. | |
| void * | 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. | |
Wheel 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 b2WheelJointDef::Initialize | ( | b2Body * | bodyA, | 
| b2Body * | bodyB, | ||
| const b2Vec2 & | anchor, | ||
| const b2Vec2 & | axis | ||
| ) | 
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
 1.8.11
 1.8.11