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Torque2D Reference
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Friction joint definition. More...
#include <b2FrictionJoint.h>
Inheritance diagram for b2FrictionJointDef:Public Member Functions | |
| b2FrictionJointDef () | |
| void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor) |
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... | |
| float32 | maxForce |
| The maximum friction force in N. More... | |
| float32 | maxTorque |
| The maximum friction torque in N-m. 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... | |
| 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... | |
Friction joint definition.
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inline |
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
| b2Vec2 localAnchorA |
The local anchor point relative to bodyA's origin.
| b2Vec2 localAnchorB |
The local anchor point relative to bodyB's origin.
| float32 maxForce |
The maximum friction force in N.
| float32 maxTorque |
The maximum friction torque in N-m.
1.8.10