Package pybox2d :: Module Box2D :: Class b2RevoluteJointDef
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type b2RevoluteJointDef

source code


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.

Instance Methods [hide private]
b2RevoluteJointDef
__init__(self)
Revolute joint definition.
source code
 
__repr__(self) source code
 
__getstate__(self, additional_ignore=[])
Returns a dictionary representation of self, with dict(var=value [, ...])
source code
 
__setstate__(self, dict)
Takes each variable=value pair in the dictionary and sets the attributes based on them
source code
 
__swig_destroy__(...)
delete_b2RevoluteJointDef(b2RevoluteJointDef self)
 
Initialize(...)
b2RevoluteJointDef_Initialize(b2RevoluteJointDef self, b2Body body1, b2Body body2, b2Vec2 anchor)
source code
    Inherited from b2JointDef
 
ClearUserData(...)
b2JointDef_ClearUserData(b2JointDef self)
source code
 
GetUserData(...)
b2JointDef_GetUserData(b2JointDef self) -> PyObject
source code
 
SetUserData(...)
b2JointDef_SetUserData(b2JointDef self, PyObject data)
source code
 
__del__(self) source code
 
typeName(self)
Return the name of the joint from:...
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Properties [hide private]
  thisown
The membership flag
  localAnchor1
b2RevoluteJointDef_localAnchor1_get(b2RevoluteJointDef self) -> b2Vec2
  localAnchor2
b2RevoluteJointDef_localAnchor2_get(b2RevoluteJointDef self) -> b2Vec2
  referenceAngle
b2RevoluteJointDef_referenceAngle_get(b2RevoluteJointDef self) -> float32
  enableLimit
b2RevoluteJointDef_enableLimit_get(b2RevoluteJointDef self) -> bool
  lowerAngle
b2RevoluteJointDef_lowerAngle_get(b2RevoluteJointDef self) -> float32
  upperAngle
b2RevoluteJointDef_upperAngle_get(b2RevoluteJointDef self) -> float32
  enableMotor
b2RevoluteJointDef_enableMotor_get(b2RevoluteJointDef self) -> bool
  motorSpeed
b2RevoluteJointDef_motorSpeed_get(b2RevoluteJointDef self) -> float32
  maxMotorTorque
b2RevoluteJointDef_maxMotorTorque_get(b2RevoluteJointDef self) -> float32
    Inherited from b2JointDef
  body1
b2JointDef_body1_get(b2JointDef self) -> b2Body
  body2
b2JointDef_body2_get(b2JointDef self) -> b2Body
  collideConnected
b2JointDef_collideConnected_get(b2JointDef self) -> bool
  type
b2JointDef_type_get(b2JointDef self) -> b2JointType
  userData
GetUserData(self) -> PyObject
Method Details [hide private]

__init__(self)
(Constructor)

source code 

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.

Returns: b2RevoluteJointDef
Overrides: b2JointDef.__init__

__repr__(self)
(Representation operator)

source code 
Overrides: b2JointDef.__repr__

__getstate__(self, additional_ignore=[])

source code 

Returns a dictionary representation of self, with 
 dict(var=value [, ...])

additional_ignore can be specified to ignore certain
properties. 

Overrides: _generic_getstate

__setstate__(self, dict)

source code 

Takes each variable=value pair in the dictionary and sets the attributes based on them

Overrides: _generic_setstate

__swig_destroy__(...)

 

delete_b2RevoluteJointDef(b2RevoluteJointDef self)

Overrides: b2JointDef.__swig_destroy__

Initialize(...)

source code 

b2RevoluteJointDef_Initialize(b2RevoluteJointDef self, b2Body body1, b2Body body2, 
    b2Vec2 anchor)

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


Property Details [hide private]

thisown

The membership flag

localAnchor1

b2RevoluteJointDef_localAnchor1_get(b2RevoluteJointDef self) -> b2Vec2

localAnchor2

b2RevoluteJointDef_localAnchor2_get(b2RevoluteJointDef self) -> b2Vec2

referenceAngle

b2RevoluteJointDef_referenceAngle_get(b2RevoluteJointDef self) -> float32

enableLimit

b2RevoluteJointDef_enableLimit_get(b2RevoluteJointDef self) -> bool

lowerAngle

b2RevoluteJointDef_lowerAngle_get(b2RevoluteJointDef self) -> float32

upperAngle

b2RevoluteJointDef_upperAngle_get(b2RevoluteJointDef self) -> float32

enableMotor

b2RevoluteJointDef_enableMotor_get(b2RevoluteJointDef self) -> bool

motorSpeed

b2RevoluteJointDef_motorSpeed_get(b2RevoluteJointDef self) -> float32

maxMotorTorque

b2RevoluteJointDef_maxMotorTorque_get(b2RevoluteJointDef self) -> float32