Box2D  2.2.1
Box2D API Reference for Kobold2D developers
b2WheelJointDef Struct Reference

#include <b2WheelJoint.h>

+ Inheritance diagram for b2WheelJointDef:
+ Collaboration diagram for b2WheelJointDef:

List of all members.

Public Member Functions

void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis)

Public Attributes

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.
bool enableMotor
 Enable/disable the joint motor.
float32 maxMotorTorque
 The maximum motor torque, usually in N-m.
float32 motorSpeed
 The desired motor speed in radians per second.
float32 frequencyHz
 Suspension frequency, zero indicates no suspension.
float32 dampingRatio
 Suspension damping ratio, one indicates critical damping.

Detailed Description

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.


Member Function Documentation

void b2WheelJointDef::Initialize ( b2Body bodyA,
b2Body bodyB,
const b2Vec2 anchor,
const b2Vec2 axis 
)

Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.


Member Data Documentation

Suspension damping ratio, one indicates critical damping.

Enable/disable the joint motor.

Suspension frequency, zero indicates no suspension.

The local anchor point relative to bodyA's origin.

The local anchor point relative to bodyB's origin.

The local translation axis in bodyA.

The maximum motor torque, usually in N-m.

The desired motor speed in radians per second.


The documentation for this struct was generated from the following file: