Box2D
3.0.0
A Real-Time-Oriented 2-D Physics Engine
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Friction joint definition. More...
#include <FrictionJoint.hpp>
Public Member Functions | |
constexpr | FrictionJointDef () noexcept |
void | Initialize (Body *bodyA, Body *bodyB, const Length2D anchor) |
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis. More... | |
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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... | |
Force | maxForce = Force{0} |
The maximum friction force in N. More... | |
Torque | maxTorque = Torque{0} |
The maximum friction torque in N-m. More... | |
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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... | |
Friction joint definition.
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inlinenoexcept |
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
The local anchor point relative to bodyA's origin.
The local anchor point relative to bodyB's origin.