Box2D 2.4.1
A 2D physics engine for games
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#include <b2_pulley_joint.h>
Public Member Functions | |
void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &groundAnchorA, const b2Vec2 &groundAnchorB, const b2Vec2 &anchorA, const b2Vec2 &anchorB, float ratio) |
Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. | |
Public Member Functions inherited from b2JointDef |
Public Attributes | |
b2Vec2 | groundAnchorA |
The first ground anchor in world coordinates. This point never moves. | |
b2Vec2 | groundAnchorB |
The second ground anchor in world coordinates. This point never moves. | |
b2Vec2 | localAnchorA |
The local anchor point relative to bodyA's origin. | |
b2Vec2 | localAnchorB |
The local anchor point relative to bodyB's origin. | |
float | lengthA |
The a reference length for the segment attached to bodyA. | |
float | lengthB |
The a reference length for the segment attached to bodyB. | |
float | ratio |
The pulley ratio, used to simulate a block-and-tackle. | |
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. | |
Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, and a pulley ratio.