|  | Box2D
    2.3.0
    A 2D Physics Engine for Games | 
#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.
 1.8.17
 1.8.17