b2PrismaticJointDef Struct Reference
Prismatic joint definition. More...
Inheritance diagram for b2PrismaticJointDef:
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 1.5.4