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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 |
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{-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... | |
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... | |
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.
1.8.14