Box2D 3.1.0
A 2D physics engine for games
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A weld joint fully constrains the relative transform between two bodies while allowing for springiness More...
Data Structures | |
struct | b2WeldJointDef |
Weld joint definition. More... | |
Functions | |
b2JointId | b2CreateWeldJoint (b2WorldId worldId, const b2WeldJointDef *def) |
Create a weld joint. | |
void | b2WeldJoint_SetLinearHertz (b2JointId jointId, float hertz) |
Set the weld joint linear stiffness in Hertz. 0 is rigid. | |
float | b2WeldJoint_GetLinearHertz (b2JointId jointId) |
Get the weld joint linear stiffness in Hertz. | |
void | b2WeldJoint_SetLinearDampingRatio (b2JointId jointId, float dampingRatio) |
Set the weld joint linear damping ratio (non-dimensional) | |
float | b2WeldJoint_GetLinearDampingRatio (b2JointId jointId) |
Get the weld joint linear damping ratio (non-dimensional) | |
void | b2WeldJoint_SetAngularHertz (b2JointId jointId, float hertz) |
Set the weld joint angular stiffness in Hertz. 0 is rigid. | |
float | b2WeldJoint_GetAngularHertz (b2JointId jointId) |
Get the weld joint angular stiffness in Hertz. | |
void | b2WeldJoint_SetAngularDampingRatio (b2JointId jointId, float dampingRatio) |
Set weld joint angular damping ratio, non-dimensional. | |
float | b2WeldJoint_GetAngularDampingRatio (b2JointId jointId) |
Get the weld joint angular damping ratio, non-dimensional. | |
b2WeldJointDef | b2DefaultWeldJointDef (void) |
Use this to initialize your joint definition. | |
A weld joint fully constrains the relative transform between two bodies while allowing for springiness
A weld joint constrains the relative rotation and translation between two bodies. Both rotation and translation can have damped springs.
struct b2WeldJointDef |
Weld joint definition.
A weld joint connect to bodies together rigidly. This constraint provides springs to mimic soft-body simulation.
Data Fields | ||
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float | angularDampingRatio | Linear damping ratio, non-dimensional. Use 1 for critical damping. |
float | angularHertz | Angular stiffness as Hertz (cycles per second). Use zero for maximum stiffness. |
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. |
int32_t | internalValue | Used internally to detect a valid definition. DO NOT SET. |
float | linearDampingRatio | Linear damping ratio, non-dimensional. Use 1 for critical damping. |
float | linearHertz | Linear stiffness expressed as Hertz (cycles per second). Use zero for maximum stiffness. |
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) |
void * | userData | User data pointer. |
b2JointId b2CreateWeldJoint | ( | b2WorldId | worldId, |
const b2WeldJointDef * | def ) |
Create a weld joint.