Box2D 2.4.1
A 2D physics engine for games
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Motor joint definition. More...
#include <b2_motor_joint.h>
Public Member Functions | |
void | Initialize (b2Body *bodyA, b2Body *bodyB) |
Initialize the bodies and offsets using the current transforms. | |
Public Member Functions inherited from b2JointDef |
Public Attributes | |
b2Vec2 | linearOffset |
Position of bodyB minus the position of bodyA, in bodyA's frame, in meters. | |
float | angularOffset |
The bodyB angle minus bodyA angle in radians. | |
float | maxForce |
The maximum motor force in N. | |
float | maxTorque |
The maximum motor torque in N-m. | |
float | correctionFactor |
Position correction factor in the range [0,1]. | |
Public Attributes inherited from b2JointDef | |
b2JointType | type |
The joint type is set automatically for concrete joint types. | |
b2JointUserData | userData |
Use this to attach application specific data to your joints. | |
b2Body * | bodyA |
The first attached body. | |
b2Body * | bodyB |
The second attached body. | |
bool | collideConnected |
Set this flag to true if the attached bodies should collide. | |
Motor joint definition.