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b2Vec2 | GetAnchorA () const |
| Get the anchor point on bodyA in world coordinates.
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b2Vec2 | GetAnchorB () const |
| Get the anchor point on bodyB in world coordinates.
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b2Vec2 | GetReactionForce (float32 inv_dt) const |
| Get the reaction force on bodyB at the joint anchor in Newtons.
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float32 | GetReactionTorque (float32 inv_dt) const |
| Get the reaction torque on bodyB in N*m.
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b2Joint * | GetJoint1 () |
| Get the first joint.
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b2Joint * | GetJoint2 () |
| Get the second joint.
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void | SetRatio (float32 ratio) |
| Set/Get the gear ratio.
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float32 | GetRatio () const |
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void | Dump () |
| Dump joint to dmLog.
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b2JointType | GetType () const |
| Get the type of the concrete joint.
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b2Body * | GetBodyA () |
| Get the first body attached to this joint.
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b2Body * | GetBodyB () |
| Get the second body attached to this joint.
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b2Joint * | GetNext () |
| Get the next joint the world joint list.
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const b2Joint * | GetNext () const |
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void * | GetUserData () const |
| Get the user data pointer.
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void | SetUserData (void *data) |
| Set the user data pointer.
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bool | IsActive () const |
| Short-cut function to determine if either body is inactive.
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bool | GetCollideConnected () const |
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virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
| Shift the origin for any points stored in world coordinates.
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A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length.
- Warning
- You have to manually destroy the gear joint if joint1 or joint2 is destroyed.