|
Box2D
2.2.1
A 2D Physics Engine for Games
|
#include <b2PulleyJoint.h>
Public Member Functions | |
| void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &groundAnchorA, const b2Vec2 &groundAnchorB, const b2Vec2 &anchorA, const b2Vec2 &anchorB, float32 ratio) |
| Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. | |
Public Attributes | |
| b2Vec2 | groundAnchorA |
| The first ground anchor in world coordinates. This point never moves. | |
| b2Vec2 | groundAnchorB |
| The second ground anchor in world coordinates. This point never moves. | |
| b2Vec2 | localAnchorA |
| The local anchor point relative to bodyA's origin. | |
| b2Vec2 | localAnchorB |
| The local anchor point relative to bodyB's origin. | |
| float32 | lengthA |
| The a reference length for the segment attached to bodyA. | |
| float32 | lengthB |
| The a reference length for the segment attached to bodyB. | |
| float32 | ratio |
| The pulley ratio, used to simulate a block-and-tackle. | |
Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, and a pulley ratio.
1.7.5.1