Box2D
2.4.0
A 2D physics engine for games
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#include <b2_distance_joint.h>
Public Member Functions | |
void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchorA, const b2Vec2 &anchorB) |
Public Attributes | |
b2Vec2 | localAnchorA |
The local anchor point relative to bodyA's origin. | |
b2Vec2 | localAnchorB |
The local anchor point relative to bodyB's origin. | |
float | length |
The natural length between the anchor points. | |
float | stiffness |
The linear stiffness in N/m. A value of 0 disables softness. | |
float | damping |
The linear damping in N*s/m. | |
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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. | |
Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game.
void b2DistanceJointDef::Initialize | ( | b2Body * | bodyA, |
b2Body * | bodyB, | ||
const b2Vec2 & | anchorA, | ||
const b2Vec2 & | anchorB | ||
) |
Initialize the bodies, anchors, and length using the world anchors.