Box2D
3.0.0
A Real-Time-Oriented 2-D Physics Engine
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Rope joint definition. This requires two body anchor points and a maximum lengths. Note: by default the connected objects will not collide. see collideConnected in JointDef. More...
#include <RopeJoint.hpp>
Public Member Functions | |
constexpr | RopeJointDef () noexcept |
constexpr | RopeJointDef (Body *bodyA, Body *bodyB) noexcept |
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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{-1, 0} * Meter |
The local anchor point relative to bodyA's origin. More... | |
Length2D | localAnchorB = Vec2{1, 0} * Meter |
The local anchor point relative to bodyB's origin. More... | |
Length | maxLength = Length{0} |
The maximum length of the rope. 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... | |
Rope joint definition. This requires two body anchor points and a maximum lengths. Note: by default the connected objects will not collide. see collideConnected in JointDef.
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inlinenoexcept |
The local anchor point relative to bodyA's origin.
The local anchor point relative to bodyB's origin.