Box2D 2.4.1
A 2D physics engine for games
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b2PulleyJointDef Struct Reference

#include <b2_pulley_joint.h>

Inheritance diagram for b2PulleyJointDef:
b2JointDef

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.
 
b2BodybodyA
 The first attached body.
 
b2BodybodyB
 The second attached body.
 
bool collideConnected
 Set this flag to true if the attached bodies should collide.
 

Detailed Description

Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, and a pulley ratio.


The documentation for this struct was generated from the following file: