Torque2D Reference
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#include <b2PulleyJoint.h>
Public Member Functions | |
b2PulleyJointDef () | |
void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &groundAnchorA, const b2Vec2 &groundAnchorB, const b2Vec2 &anchorA, const b2Vec2 &anchorB, float32 ratio) |
Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. More... | |
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b2JointDef () | |
Public Attributes | |
b2Vec2 | groundAnchorA |
The first ground anchor in world coordinates. This point never moves. More... | |
b2Vec2 | groundAnchorB |
The second ground anchor in world coordinates. This point never moves. More... | |
b2Vec2 | localAnchorA |
The local anchor point relative to bodyA's origin. More... | |
b2Vec2 | localAnchorB |
The local anchor point relative to bodyB's origin. More... | |
float32 | lengthA |
The a reference length for the segment attached to bodyA. More... | |
float32 | lengthB |
The a reference length for the segment attached to bodyB. More... | |
float32 | ratio |
The pulley ratio, used to simulate a block-and-tackle. 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... | |
Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, and a pulley ratio.
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inline |
void Initialize | ( | b2Body * | bodyA, |
b2Body * | bodyB, | ||
const b2Vec2 & | groundAnchorA, | ||
const b2Vec2 & | groundAnchorB, | ||
const b2Vec2 & | anchorA, | ||
const b2Vec2 & | anchorB, | ||
float32 | ratio | ||
) |
Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
b2Vec2 groundAnchorA |
The first ground anchor in world coordinates. This point never moves.
b2Vec2 groundAnchorB |
The second ground anchor in world coordinates. This point never moves.
float32 lengthA |
The a reference length for the segment attached to bodyA.
float32 lengthB |
The a reference length for the segment attached to bodyB.
b2Vec2 localAnchorA |
The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorB |
The local anchor point relative to bodyB's origin.
float32 ratio |
The pulley ratio, used to simulate a block-and-tackle.