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Box2D
3.0.0
A Real-Time-Oriented 2-D Physics Engine
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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. More...
#include <PrismaticJoint.hpp>
Public Member Functions | |
| constexpr | PrismaticJointDef () noexcept |
| PrismaticJointDef (const PrismaticJointDef ©)=default | |
| PrismaticJointDef (Body *bodyA, Body *bodyB, const Length2D anchor, const UnitVec2 axis) noexcept | |
| Initialize the bodies, anchors, axis, and reference angle using the world anchor and unit world axis. 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... | |
| UnitVec2 | localAxisA = UnitVec2::GetRight() |
| The local translation unit axis in bodyA. More... | |
| Angle | referenceAngle = Angle{0} |
| The constrained angle between the bodies: bodyB_angle - bodyA_angle. More... | |
| bool | enableLimit = false |
| Enable/disable the joint limit. More... | |
| Length | lowerTranslation = Length{0} |
| The lower translation limit. More... | |
| Length | upperTranslation = Length{0} |
| The upper translation limit. More... | |
| bool | enableMotor = false |
| Enable/disable the joint motor. More... | |
| Torque | maxMotorTorque = Torque{0} |
| The maximum motor torque, usually in N-m. More... | |
| AngularVelocity | motorSpeed = AngularVelocity{0} |
| The desired motor speed (in radians per second). 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... | |
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.
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inlinenoexcept |
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default |
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noexcept |
Initialize the bodies, anchors, axis, and reference angle using the world anchor and unit world axis.
| bool box2d::PrismaticJointDef::enableLimit = false |
Enable/disable the joint limit.
| bool box2d::PrismaticJointDef::enableMotor = false |
Enable/disable the joint motor.
The local anchor point relative to bodyA's origin.
The local anchor point relative to bodyB's origin.
| UnitVec2 box2d::PrismaticJointDef::localAxisA = UnitVec2::GetRight() |
The local translation unit axis in bodyA.
The maximum motor torque, usually in N-m.
| AngularVelocity box2d::PrismaticJointDef::motorSpeed = AngularVelocity{0} |
The desired motor speed (in radians per second).
The constrained angle between the bodies: bodyB_angle - bodyA_angle.
1.8.14