Torque2D Reference
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#include <b2DistanceJoint.h>
Public Member Functions | |
b2DistanceJointDef () | |
void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchorA, const b2Vec2 &anchorB) |
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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... | |
float32 | length |
The natural length between the anchor points. More... | |
float32 | frequencyHz |
float32 | dampingRatio |
The damping ratio. 0 = no damping, 1 = critical damping. 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... | |
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.
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inline |
Initialize the bodies, anchors, and length using the world anchors.
float32 dampingRatio |
The damping ratio. 0 = no damping, 1 = critical damping.
float32 frequencyHz |
The mass-spring-damper frequency in Hertz. A value of 0 disables softness.
float32 length |
The natural length between the anchor points.
b2Vec2 localAnchorA |
The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorB |
The local anchor point relative to bodyB's origin.