Box2D 2.4.1
A 2D physics engine for games
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b2WheelJointDef Struct Reference

#include <b2_wheel_joint.h>

Inheritance diagram for b2WheelJointDef:
b2JointDef

Public Member Functions

void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis)
 
- 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.
 
b2Vec2 localAxisA
 The local translation axis in bodyA.
 
bool enableLimit
 Enable/disable the joint limit.
 
float lowerTranslation
 The lower translation limit, usually in meters.
 
float upperTranslation
 The upper translation limit, usually in meters.
 
bool enableMotor
 Enable/disable the joint motor.
 
float maxMotorTorque
 The maximum motor torque, usually in N-m.
 
float motorSpeed
 The desired motor speed in radians per second.
 
float stiffness
 Suspension stiffness. Typically in units N/m.
 
float damping
 Suspension damping. Typically in units of N*s/m.
 
- 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

Wheel joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.

Member Function Documentation

◆ Initialize()

void b2WheelJointDef::Initialize ( b2Body * bodyA,
b2Body * bodyB,
const b2Vec2 & anchor,
const b2Vec2 & axis )

Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.


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