Box2D: b2RopeJointDef Struct Reference

| Box2D 2.4.0 A 2D physics engine for games

Public Attributes | List of all members
b2RopeJointDef Struct Reference

`#include <b2_rope_joint.h>`

Inheritance diagram for b2RopeJointDef:

## 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 | 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.

## Detailed Description

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.

## Member Data Documentation

## ◆ maxLength

float b2RopeJointDef::maxLength

The maximum length of the rope. Warning: this must be larger than b2_linearSlop or the joint will have no effect.

The documentation for this struct was generated from the following file:

- /build/box2d/src/box2d-adaedf1772ede7420bc9ee569c8cba7952db91a0/include/box2d/b2_rope_joint.h