Box2D 3.1.0
A 2D physics engine for games
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Functions for the motor joint. More...
Data Structures | |
struct | b2MotorJointDef |
A motor joint is used to control the relative motion between two bodies. More... | |
Functions | |
b2JointId | b2CreateMotorJoint (b2WorldId worldId, const b2MotorJointDef *def) |
Create a motor joint. | |
void | b2MotorJoint_SetLinearOffset (b2JointId jointId, b2Vec2 linearOffset) |
Set the motor joint linear offset target. | |
b2Vec2 | b2MotorJoint_GetLinearOffset (b2JointId jointId) |
Get the motor joint linear offset target. | |
void | b2MotorJoint_SetAngularOffset (b2JointId jointId, float angularOffset) |
Set the motor joint angular offset target in radians. | |
float | b2MotorJoint_GetAngularOffset (b2JointId jointId) |
Get the motor joint angular offset target in radians. | |
void | b2MotorJoint_SetMaxForce (b2JointId jointId, float maxForce) |
Set the motor joint maximum force, typically in newtons. | |
float | b2MotorJoint_GetMaxForce (b2JointId jointId) |
Get the motor joint maximum force, typically in newtons. | |
void | b2MotorJoint_SetMaxTorque (b2JointId jointId, float maxTorque) |
Set the motor joint maximum torque, typically in newton-meters. | |
float | b2MotorJoint_GetMaxTorque (b2JointId jointId) |
Get the motor joint maximum torque, typically in newton-meters. | |
void | b2MotorJoint_SetCorrectionFactor (b2JointId jointId, float correctionFactor) |
Set the motor joint correction factor, typically in [0, 1]. | |
float | b2MotorJoint_GetCorrectionFactor (b2JointId jointId) |
Get the motor joint correction factor, typically in [0, 1]. | |
b2MotorJointDef | b2DefaultMotorJointDef (void) |
Use this to initialize your joint definition. | |
Functions for the motor joint.
The motor joint is used to drive the relative transform between two bodies. It takes a relative position and rotation and applies the forces and torques needed to achieve that relative transform over time.
struct b2MotorJointDef |
A motor joint is used to control the relative motion between two bodies.
A typical usage is to control the movement of a dynamic body with respect to the ground.
Data Fields | ||
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float | angularOffset | The bodyB angle minus bodyA angle in radians. |
b2BodyId | bodyIdA | The first attached body. |
b2BodyId | bodyIdB | The second attached body. |
bool | collideConnected | Set this flag to true if the attached bodies should collide. |
float | correctionFactor | Position correction factor in the range [0,1]. |
int32_t | internalValue | Used internally to detect a valid definition. DO NOT SET. |
b2Vec2 | linearOffset | Position of bodyB minus the position of bodyA, in bodyA's frame. |
float | maxForce | The maximum motor force in newtons. |
float | maxTorque | The maximum motor torque in newton-meters. |
void * | userData | User data pointer. |
b2JointId b2CreateMotorJoint | ( | b2WorldId | worldId, |
const b2MotorJointDef * | def ) |
Create a motor joint.