Box2D: b2PrismaticJointDef Struct Reference

Box2D

b2PrismaticJointDef Struct Reference

Prismatic joint definition. More...

Inheritance diagram for b2PrismaticJointDef:

b2JointDef

List of all members.

Public Member Functions

void Initialize (b2Body *body1, b2Body *body2, const b2Vec2 &anchor, const b2Vec2 &axis)
 Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.

Public Attributes

b2Vec2 localAnchor1
 The local anchor point relative to body1's origin.
b2Vec2 localAnchor2
 The local anchor point relative to body2's origin.
b2Vec2 localAxis1
 The local translation axis in body1.
float32 referenceAngle
 The constrained angle between the bodies: body2_angle - body1_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.

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 body1,
b2Body body2,
const b2Vec2 anchor,
const b2Vec2 axis 
)

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


The documentation for this struct was generated from the following files:
  • b2PrismaticJoint.h
  • b2PrismaticJoint.cpp

Generated on Sun Apr 13 15:21:27 2008 for Box2D by  doxygen 1.5.4