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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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| virtual b2Vec2 | GetAnchorA () const =0 | 
|  | Get the anchor point on bodyA in world coordinates. 
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| virtual b2Vec2 | GetAnchorB () const =0 | 
|  | Get the anchor point on bodyB in world coordinates. 
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| virtual b2Vec2 | GetReactionForce (float32 inv_dt) const =0 | 
|  | Get the reaction force on bodyB at the joint anchor in Newtons. 
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| virtual float32 | GetReactionTorque (float32 inv_dt) const =0 | 
|  | Get the reaction torque on bodyB in N*m. 
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| b2Joint * | GetNext () | 
|  | Get the next joint the world joint list. 
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| const b2Joint * | GetNext () const | 
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| 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 | 
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| virtual void | Dump () | 
|  | Dump this joint to the log file. 
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| virtual void | ShiftOrigin (const b2Vec2 &newOrigin) | 
|  | Shift the origin for any points stored in world coordinates. 
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The base joint class. Joints are used to constraint two bodies together in various fashions. Some joints also feature limits and motors.