Box2D 2.4.1
A 2D physics engine for games
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#include <b2_weld_joint.h>
Public Member Functions | |
void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor) |
Public Member Functions inherited from b2JointDef |
Public Attributes | |
b2Vec2 | localAnchorA |
The local anchor point relative to bodyA's origin. | |
b2Vec2 | localAnchorB |
The local anchor point relative to bodyB's origin. | |
float | referenceAngle |
The bodyB angle minus bodyA angle in the reference state (radians). | |
float | stiffness |
float | damping |
The rotational damping in N*m*s. | |
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. | |
Weld joint definition. You need to specify local anchor points where they are attached and the relative body angle. The position of the anchor points is important for computing the reaction torque.
Initialize the bodies, anchors, reference angle, stiffness, and damping.
bodyA | the first body connected by this joint |
bodyB | the second body connected by this joint |
anchor | the point of connection in world coordinates |
float b2WeldJointDef::stiffness |
The rotational stiffness in N*m Disable softness with a value of 0