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Box2D
2.3.0
A 2D Physics Engine for Games
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#include <b2RopeJoint.h>
Public Attributes | |
| b2Vec2 | localAnchorA |
| The local anchor point relative to bodyA's origin. | |
| b2Vec2 | localAnchorB |
| The local anchor point relative to bodyB's origin. | |
| float32 | maxLength |
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. | |
Rope joint definition. This requires two body anchor points and a maximum lengths. Note: by default the connected objects will not collide. see collideConnected in b2JointDef.
| float32 b2RopeJointDef::maxLength |
The maximum length of the rope. Warning: this must be larger than b2_linearSlop or the joint will have no effect.
1.8.14