b2RevoluteJointDef Struct Reference
Revolute joint definition. More...
Inheritance diagram for b2RevoluteJointDef:
Public Member Functions | |
void | Initialize (b2Body *body1, b2Body *body2, const b2Vec2 &anchor) |
Initialize the bodies, anchors, and reference angle using the world anchor. | |
Public Attributes | |
b2Vec2 | localAnchor1 |
The local anchor point relative to body1's origin. | |
b2Vec2 | localAnchor2 |
The local anchor point relative to body2's origin. | |
float32 | referenceAngle |
The body2 angle minus body1 angle in the reference state (radians). | |
bool | enableLimit |
A flag to enable joint limits. | |
float32 | lowerAngle |
The lower angle for the joint limit (radians). | |
float32 | upperAngle |
The upper angle for the joint limit (radians). | |
bool | enableMotor |
A flag to enable the joint motor. | |
float32 | motorSpeed |
The desired motor speed. Usually in radians per second. | |
float32 | maxMotorTorque |
The maximum motor torque used to achieve the desired motor speed. |
Detailed Description
Revolute joint definition.This requires defining an anchor point where the bodies are joined. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative angle for joint limits. This helps when saving and loading a game. The local anchor points are measured from the body's origin rather than the center of mass because: 1. you might not know where the center of mass will be. 2. if you add/remove shapes from a body and recompute the mass, the joints will be broken.
Member Function Documentation
Initialize the bodies, anchors, and reference angle using the world anchor.
Member Data Documentation
The maximum motor torque used to achieve the desired motor speed.
Usually in N-m.
The documentation for this struct was generated from the following files:
- b2RevoluteJoint.h
- b2RevoluteJoint.cpp
Generated on Sun Apr 13 15:21:27 2008 for Box2D by 1.5.4