
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. | |
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.
| 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.
1.5.4