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Box2D 2.4.1
A 2D physics engine for games
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Friction joint definition. More...
#include <b2_friction_joint.h>
Public Member Functions | |
| void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor) |
Public Attributes | |
| b2Vec2 | localAnchorA |
| The local anchor point relative to bodyA's origin. | |
| b2Vec2 | localAnchorB |
| The local anchor point relative to bodyB's origin. | |
| float | maxForce |
| The maximum friction force in N. | |
| float | maxTorque |
| The maximum friction torque in N-m. | |
Public Attributes inherited from b2JointDef | |
| b2JointType | type |
| The joint type is set automatically for concrete joint types. | |
| b2JointUserData | userData |
| Use this to attach application specific data to your joints. | |
| b2Body * | bodyA |
| The first attached body. | |
| b2Body * | bodyB |
| The second attached body. | |
| bool | collideConnected |
| Set this flag to true if the attached bodies should collide. | |
Friction joint definition.
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.