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Box2D
2.4.0
A 2D physics engine for games
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23 #ifndef B2_ROPE_JOINT_H
24 #define B2_ROPE_JOINT_H
79 float GetMaxLength()
const;
82 float GetLength()
const;
92 void InitVelocityConstraints(
const b2SolverData& data)
override;
93 void SolveVelocityConstraints(
const b2SolverData& data)
override;
94 bool SolvePositionConstraints(
const b2SolverData& data)
override;
A 2D column vector.
Definition: b2_math.h:39
b2Vec2 GetReactionForce(float inv_dt) const override
Get the reaction force on bodyB at the joint anchor in Newtons.
Joint definitions are used to construct joints.
Definition: b2_joint.h:71
const b2Vec2 & GetLocalAnchorB() const
The local anchor point relative to bodyB's origin.
Definition: b2_rope_joint.h:75
b2JointType type
The joint type is set automatically for concrete joint types.
Definition: b2_joint.h:83
const b2Vec2 & GetLocalAnchorA() const
The local anchor point relative to bodyA's origin.
Definition: b2_rope_joint.h:72
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin.
Definition: b2_rope_joint.h:43
void Set(float x_, float y_)
Set this vector to some specified coordinates.
Definition: b2_math.h:51
b2Vec2 GetAnchorB() const override
Get the anchor point on bodyB in world coordinates.
Definition: b2_rope_joint.h:32
void SetMaxLength(float length)
Set/Get the maximum length of the rope.
Definition: b2_rope_joint.h:78
Solver Data.
Definition: b2_time_step.h:66
Definition: b2_rope_joint.h:62
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin.
Definition: b2_rope_joint.h:46
float maxLength
Definition: b2_rope_joint.h:51
b2Vec2 GetAnchorA() const override
Get the anchor point on bodyA in world coordinates.
Definition: b2_joint.h:110
float GetReactionTorque(float inv_dt) const override
Get the reaction torque on bodyB in N*m.
void Dump() override
Dump joint to dmLog.