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Box2D
3.0.0
A Real-Time-Oriented 2-D Physics Engine
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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. More...
#include <DistanceJoint.hpp>
Public Member Functions | |
| constexpr | DistanceJointDef () noexcept |
| DistanceJointDef (const DistanceJointDef ©)=default | |
| DistanceJointDef (Body *bodyA, Body *bodyB, const Length2D anchorA=Vec2_zero *Meter, const Length2D anchorB=Vec2_zero *Meter, Frequency freq=Frequency{0}, RealNum damp=0) noexcept | |
| Initialize the bodies, anchors, and length using the world anchors. More... | |
Public Member Functions inherited from box2d::JointDef | |
| JointDef ()=delete | |
| Deleted default constructor for abstract base class. More... | |
| constexpr | JointDef (JointType t) noexcept |
| constexpr | JointDef (JointType t, Body *bA, Body *bB, bool cc=false, void *u=nullptr) noexcept |
Public Attributes | |
| Length2D | localAnchorA = Vec2_zero * Meter |
| The local anchor point relative to bodyA's origin. More... | |
| Length2D | localAnchorB = Vec2_zero * Meter |
| The local anchor point relative to bodyB's origin. More... | |
| Length | length = RealNum{1} * Meter |
| The natural length between the anchor points. More... | |
| Frequency | frequencyHz = Frequency{0} |
| Mass-spring-damper frequency in Hertz. More... | |
| RealNum | dampingRatio = 0 |
| The damping ratio. 0 = no damping, 1 = critical damping. More... | |
Public Attributes inherited from box2d::JointDef | |
| const JointType | type |
| The joint type is set automatically for concrete joint types. More... | |
| Body * | bodyA = nullptr |
| The first attached body. More... | |
| Body * | bodyB = nullptr |
| The second attached body. More... | |
| bool | collideConnected = false |
| Set this flag to true if the attached bodies should collide. More... | |
| void * | userData = nullptr |
| Use this to attach application specific data to your joints. More... | |
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.
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inlinenoexcept |
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default |
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noexcept |
Initialize the bodies, anchors, and length using the world anchors.
| RealNum box2d::DistanceJointDef::dampingRatio = 0 |
The damping ratio. 0 = no damping, 1 = critical damping.
Mass-spring-damper frequency in Hertz.
The natural length between the anchor points.
The local anchor point relative to bodyA's origin.
The local anchor point relative to bodyB's origin.
1.8.14