19 #ifndef B2_PULLEY_JOINT_H    20 #define B2_PULLEY_JOINT_H    22 #include <Box2D/Dynamics/Joints/b2Joint.h>    24 const float32 b2_minPulleyLength = 2.0f;
    85     b2Vec2 GetReactionForce(float32 inv_dt) 
const;
    86     float32 GetReactionTorque(float32 inv_dt) 
const;
    89     b2Vec2 GetGroundAnchorA() 
const;
    92     b2Vec2 GetGroundAnchorB() 
const;
    95     float32 GetLengthA() 
const;
    98     float32 GetLengthB() 
const;
   101     float32 GetRatio() 
const;
   104     float32 GetCurrentLengthA() 
const;
   107     float32 GetCurrentLengthB() 
const;
   113     void ShiftOrigin(
const b2Vec2& newOrigin);
   121     void SolveVelocityConstraints(
const b2SolverData& data);
   122     bool SolvePositionConstraints(
const b2SolverData& data);
 b2Body * bodyA
The first attached body. 
Definition: b2Joint.h:92
b2Body * bodyB
The second attached body. 
Definition: b2Joint.h:95
float32 lengthB
The a reference length for the segment attached to bodyB. 
Definition: b2PulleyJoint.h:65
Definition: b2Joint.h:103
void Set(float32 x_, float32 y_)
Set this vector to some specified coordinates. 
Definition: b2Math.h:65
float32 ratio
The pulley ratio, used to simulate a block-and-tackle. 
Definition: b2PulleyJoint.h:68
b2JointType type
The joint type is set automatically for concrete joint types. 
Definition: b2Joint.h:86
bool collideConnected
Set this flag to true if the attached bodies should collide. 
Definition: b2Joint.h:98
Solver Data. 
Definition: b2TimeStep.h:63
Joint definitions are used to construct joints. 
Definition: b2Joint.h:74
Definition: b2PulleyJoint.h:28
A rigid body. These are created via b2World::CreateBody. 
Definition: b2Body.h:126
b2Vec2 groundAnchorA
The first ground anchor in world coordinates. This point never moves. 
Definition: b2PulleyJoint.h:50
float32 lengthA
The a reference length for the segment attached to bodyA. 
Definition: b2PulleyJoint.h:62
A 2D column vector. 
Definition: b2Math.h:53
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin. 
Definition: b2PulleyJoint.h:59
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin. 
Definition: b2PulleyJoint.h:56
Definition: b2PulleyJoint.h:79
void Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &groundAnchorA, const b2Vec2 &groundAnchorB, const b2Vec2 &anchorA, const b2Vec2 &anchorB, float32 ratio)
Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. 
Definition: b2PulleyJoint.cpp:35
b2Vec2 groundAnchorB
The second ground anchor in world coordinates. This point never moves. 
Definition: b2PulleyJoint.h:53