|  | Box2D
    2.3.0
    A 2D Physics Engine for Games | 
#include <b2PulleyJoint.h>
 
  
 | Public Member Functions | |
| 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. | |
| Public Attributes | |
| b2Vec2 | groundAnchorA | 
| The first ground anchor in world coordinates. This point never moves. | |
| b2Vec2 | groundAnchorB | 
| The second ground anchor in world coordinates. This point never moves. | |
| b2Vec2 | localAnchorA | 
| The local anchor point relative to bodyA's origin. | |
| b2Vec2 | localAnchorB | 
| The local anchor point relative to bodyB's origin. | |
| float32 | lengthA | 
| The a reference length for the segment attached to bodyA. | |
| float32 | lengthB | 
| The a reference length for the segment attached to bodyB. | |
| float32 | ratio | 
| The pulley ratio, used to simulate a block-and-tackle. | |
|  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. | |
Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, and a pulley ratio.
 1.8.11
 1.8.11