Torque2D Reference
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#include <b2WheelJoint.h>
Public Member Functions | |
b2WheelJointDef () | |
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 axis in bodyA. More... | |
bool | enableMotor |
Enable/disable the joint motor. More... | |
float32 | maxMotorTorque |
The maximum motor torque, usually in N-m. More... | |
float32 | motorSpeed |
The desired motor speed in radians per second. More... | |
float32 | frequencyHz |
Suspension frequency, zero indicates no suspension. More... | |
float32 | dampingRatio |
Suspension damping ratio, one indicates 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... | |
Wheel 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 world axis.
float32 dampingRatio |
Suspension damping ratio, one indicates critical damping.
bool enableMotor |
Enable/disable the joint motor.
float32 frequencyHz |
Suspension frequency, zero indicates no suspension.
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 axis in bodyA.
float32 maxMotorTorque |
The maximum motor torque, usually in N-m.
float32 motorSpeed |
The desired motor speed in radians per second.