#include <b2PrismaticJoint.h>
Public Member Functions | |
b2PrismaticJointDef () | |
void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis) |
Public Attributes | |
b2Vec2 | localAnchorA |
The local anchor point relative to body1's origin. | |
b2Vec2 | localAnchorB |
The local anchor point relative to body2's origin. | |
b2Vec2 | localAxis1 |
The local translation axis in body1. | |
float32 | referenceAngle |
The constrained angle between the bodies: body2_angle - body1_angle. | |
bool | enableLimit |
Enable/disable the joint limit. | |
float32 | lowerTranslation |
The lower translation limit, usually in meters. | |
float32 | upperTranslation |
The upper translation limit, usually in meters. | |
bool | enableMotor |
Enable/disable the joint motor. | |
float32 | maxMotorForce |
The maximum motor torque, usually in N-m. | |
float32 | motorSpeed |
The desired motor speed in radians per second. |
Prismatic 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.
b2PrismaticJointDef::b2PrismaticJointDef | ( | ) | [inline] |
void b2PrismaticJointDef::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.
Enable/disable the joint limit.
Enable/disable the joint motor.
The local anchor point relative to body1's origin.
The local anchor point relative to body2's origin.
The local translation axis in body1.
The lower translation limit, usually in meters.
The maximum motor torque, usually in N-m.
The desired motor speed in radians per second.
The constrained angle between the bodies: body2_angle - body1_angle.
The upper translation limit, usually in meters.