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b2DistanceJointDef Struct Reference

#include <b2DistanceJoint.h>

Inherits b2JointDef.

Public Member Functions

void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchorA, const b2Vec2 &anchorB)

Public Attributes

b2Vec2 localAnchorA
 The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorB
 The local anchor point relative to bodyB's origin.
float32 length
 The natural length between the anchor points.
float32 frequencyHz
float32 dampingRatio
 The damping ratio. 0 = no damping, 1 = critical damping.
- Public Attributes inherited from b2JointDef
b2JointType type
 The joint type is set automatically for concrete joint types.
void * userData
 Use this to attach application specific data to your joints.
 The first attached body.
 The second attached body.
bool collideConnected
 Set this flag to true if the attached bodies should collide.

Detailed Description

Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game.

Do not use a zero or short length.

Member Function Documentation

void b2DistanceJointDef::Initialize ( b2Body bodyA,
b2Body bodyB,
const b2Vec2 anchorA,
const b2Vec2 anchorB 

Initialize the bodies, anchors, and length using the world anchors.

Member Data Documentation

float32 b2DistanceJointDef::frequencyHz

The mass-spring-damper frequency in Hertz. A value of 0 disables softness.

The documentation for this struct was generated from the following files: