Torque2D Reference
Public Member Functions | Public Attributes | List of all members
b2PrismaticJointDef Struct Reference

#include <b2PrismaticJoint.h>

+ Inheritance diagram for b2PrismaticJointDef:

Public Member Functions

 b2PrismaticJointDef ()
 
void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis)
 
- Public Member Functions inherited from b2JointDef
 b2JointDef ()
 

Public Attributes

b2Vec2 localAnchorA
 The local anchor point relative to bodyA's origin. More...
 
b2Vec2 localAnchorB
 The local anchor point relative to bodyB's origin. More...
 
b2Vec2 localAxisA
 The local translation unit axis in bodyA. More...
 
float32 referenceAngle
 The constrained angle between the bodies: bodyB_angle - bodyA_angle. More...
 
bool enableLimit
 Enable/disable the joint limit. More...
 
float32 lowerTranslation
 The lower translation limit, usually in meters. More...
 
float32 upperTranslation
 The upper translation limit, usually in meters. More...
 
bool enableMotor
 Enable/disable the joint motor. More...
 
float32 maxMotorForce
 The maximum motor torque, usually in N-m. More...
 
float32 motorSpeed
 The desired motor speed in radians per second. More...
 
- Public Attributes inherited from b2JointDef
b2JointType type
 The joint type is set automatically for concrete joint types. More...
 
void * userData
 Use this to attach application specific data to your joints. More...
 
b2BodybodyA
 The first attached body. More...
 
b2BodybodyB
 The second attached body. More...
 
bool collideConnected
 Set this flag to true if the attached bodies should collide. More...
 

Detailed Description

Prismatic joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.

Constructor & Destructor Documentation

b2PrismaticJointDef ( )
inline

Member Function Documentation

void Initialize ( b2Body bodyA,
b2Body bodyB,
const b2Vec2 anchor,
const b2Vec2 axis 
)

Initialize the bodies, anchors, axis, and reference angle using the world anchor and unit world axis.

Member Data Documentation

bool enableLimit

Enable/disable the joint limit.

bool enableMotor

Enable/disable the joint motor.

b2Vec2 localAnchorA

The local anchor point relative to bodyA's origin.

b2Vec2 localAnchorB

The local anchor point relative to bodyB's origin.

b2Vec2 localAxisA

The local translation unit axis in bodyA.

float32 lowerTranslation

The lower translation limit, usually in meters.

float32 maxMotorForce

The maximum motor torque, usually in N-m.

float32 motorSpeed

The desired motor speed in radians per second.

float32 referenceAngle

The constrained angle between the bodies: bodyB_angle - bodyA_angle.

float32 upperTranslation

The upper translation limit, usually in meters.


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