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| b2Vec2 | GetAnchorA () const | 
|  | Get the anchor point on bodyA in world coordinates. 
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|  | 
| b2Vec2 | GetAnchorB () const | 
|  | Get the anchor point on bodyB in world coordinates. 
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|  | 
| b2Vec2 | GetReactionForce (float32 inv_dt) const | 
|  | Get the reaction force on bodyB at the joint anchor in Newtons. 
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|  | 
| float32 | GetReactionTorque (float32 inv_dt) const | 
|  | Get the reaction torque on bodyB in N*m. 
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|  | 
| const b2Vec2 & | GetLocalAnchorA () const | 
|  | The local anchor point relative to bodyA's origin. 
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|  | 
| const b2Vec2 & | GetLocalAnchorB () const | 
|  | The local anchor point relative to bodyB's origin. 
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|  | 
| void | SetMaxLength (float32 length) | 
|  | Set/Get the maximum length of the rope. 
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|  | 
| float32 | GetMaxLength () const | 
|  | 
| b2LimitState | GetLimitState () const | 
|  | 
| void | Dump () | 
|  | Dump joint to dmLog. 
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|  | 
| b2JointType | GetType () const | 
|  | Get the type of the concrete joint. 
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|  | 
| b2Body * | GetBodyA () | 
|  | Get the first body attached to this joint. 
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|  | 
| b2Body * | GetBodyB () | 
|  | Get the second body attached to this joint. 
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|  | 
| b2Joint * | GetNext () | 
|  | Get the next joint the world joint list. 
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|  | 
| const b2Joint * | GetNext () const | 
|  | 
| void * | GetUserData () const | 
|  | Get the user data pointer. 
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|  | 
| void | SetUserData (void *data) | 
|  | Set the user data pointer. 
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|  | 
| bool | IsActive () const | 
|  | Short-cut function to determine if either body is inactive. 
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|  | 
| bool | GetCollideConnected () const | 
|  | 
| virtual void | ShiftOrigin (const b2Vec2 &newOrigin) | 
|  | Shift the origin for any points stored in world coordinates. 
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|  | 
A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior. A model that would allow you to dynamically modify the length would have some sponginess, so I chose not to implement it that way. See b2DistanceJoint if you want to dynamically control length.