|  | Box2D
    2.3.0
    A 2D Physics Engine for Games | 
Motor joint definition. More...
#include <b2MotorJoint.h>
 
  
| Public Member Functions | |
| void | Initialize (b2Body *bodyA, b2Body *bodyB) | 
| Initialize the bodies and offsets using the current transforms. | |
| Public Attributes | |
| b2Vec2 | linearOffset | 
| Position of bodyB minus the position of bodyA, in bodyA's frame, in meters. | |
| float32 | angularOffset | 
| The bodyB angle minus bodyA angle in radians. | |
| float32 | maxForce | 
| The maximum motor force in N. | |
| float32 | maxTorque | 
| The maximum motor torque in N-m. | |
| float32 | correctionFactor | 
| Position correction factor in the range [0,1]. | |
|  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. | |
Motor joint definition.
 1.8.17
 1.8.17