Torque2D Reference
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#include <b2PrismaticJoint.h>
Public Member Functions | |
b2PrismaticJointDef () | |
void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis) |
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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... | |
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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... | |
b2Body * | bodyA |
The first attached body. More... | |
b2Body * | bodyB |
The second attached body. More... | |
bool | collideConnected |
Set this flag to true if the attached bodies should collide. More... | |
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.
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inline |
Initialize the bodies, anchors, axis, and reference angle using the world anchor and unit world axis.
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.