|
b2Vec2 | GetAnchorA () const |
| Get the anchor point on bodyA in world coordinates.
|
|
b2Vec2 | GetAnchorB () const |
| Get the anchor point on bodyB in world coordinates.
|
|
b2Vec2 | GetReactionForce (float32 inv_dt) const |
| Get the reaction force on bodyB at the joint anchor in Newtons.
|
|
float32 | GetReactionTorque (float32 inv_dt) const |
| Get the reaction torque on bodyB in N*m.
|
|
const b2Vec2 & | GetLocalAnchorA () const |
| The local anchor point relative to bodyA's origin.
|
|
const b2Vec2 & | GetLocalAnchorB () const |
| The local anchor point relative to bodyB's origin.
|
|
void | SetMaxLength (float32 length) |
| Set/Get the maximum length of the rope.
|
|
float32 | GetMaxLength () const |
|
b2LimitState | GetLimitState () const |
|
void | Dump () |
| Dump joint to dmLog.
|
|
b2JointType | GetType () const |
| Get the type of the concrete joint.
|
|
b2Body * | GetBodyA () |
| Get the first body attached to this joint.
|
|
b2Body * | GetBodyB () |
| Get the second body attached to this joint.
|
|
b2Joint * | GetNext () |
| Get the next joint the world joint list.
|
|
const b2Joint * | GetNext () const |
|
void * | GetUserData () const |
| Get the user data pointer.
|
|
void | SetUserData (void *data) |
| Set the user data pointer.
|
|
bool | IsActive () const |
| Short-cut function to determine if either body is inactive.
|
|
bool | GetCollideConnected () const |
|
virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
| Shift the origin for any points stored in world coordinates.
|
|
A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior. A model that would allow you to dynamically modify the length would have some sponginess, so I chose not to implement it that way. See b2DistanceJoint if you want to dynamically control length.