#include <b2DistanceJoint.h>
Public Member Functions | |
| b2DistanceJointDef () | |
| void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchorA, const b2Vec2 &anchorB) |
Public Attributes | |
| b2Vec2 | localAnchorA |
| The local anchor point relative to body1's origin. | |
| b2Vec2 | localAnchorB |
| The local anchor point relative to body2's origin. | |
| float32 | length |
| The natural length between the anchor points. | |
| float32 | frequencyHz |
| The mass-spring-damper frequency in Hertz. | |
| float32 | dampingRatio |
| The damping ratio. 0 = no damping, 1 = critical damping. | |
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.
| b2DistanceJointDef::b2DistanceJointDef | ( | ) | [inline] |
| void b2DistanceJointDef::Initialize | ( | b2Body * | bodyA, | |
| b2Body * | bodyB, | |||
| const b2Vec2 & | anchorA, | |||
| const b2Vec2 & | anchorB | |||
| ) |
Initialize the bodies, anchors, and length using the world anchors.
The damping ratio. 0 = no damping, 1 = critical damping.
The mass-spring-damper frequency in Hertz.
The natural length between the anchor points.
The local anchor point relative to body1's origin.
The local anchor point relative to body2's origin.
1.6.3