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b2PrismaticJointDef Struct Reference

#include <b2PrismaticJoint.h>

Inherits b2JointDef.

Public Member Functions

void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis)

Public Attributes

b2Vec2 localAnchorA
 The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorB
 The local anchor point relative to bodyB's origin.
b2Vec2 localAxisA
 The local translation unit axis in bodyA.
float32 referenceAngle
 The constrained angle between the bodies: bodyB_angle - bodyA_angle.
bool enableLimit
 Enable/disable the joint limit.
float32 lowerTranslation
 The lower translation limit, usually in meters.
float32 upperTranslation
 The upper translation limit, usually in meters.
bool enableMotor
 Enable/disable the joint motor.
float32 maxMotorForce
 The maximum motor torque, usually in N-m.
float32 motorSpeed
 The desired motor speed in radians per second.
- 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

Prismatic joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.

Member Function Documentation

void b2PrismaticJointDef::Initialize ( b2Body bodyA,
b2Body bodyB,
const b2Vec2 anchor,
const b2Vec2 axis 

Initialize the bodies, anchors, axis, and reference angle using the world anchor and unit world axis.

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