Distance joint definition. This requires defining an anchor point on
both bodies and the non-zero length of the distance joint. The definition
uses local anchor points so that the initial configuration can violate
the constraint slightly. This helps when saving and loading a game.
WARNING: Do not use a zero or short length.
b2DistanceJointDef
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__getstate__(self,
additional_ignore=[ ] )
Returns a dictionary representation of self, with
dict(var=value [, ...]) |
source code
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__setstate__(self,
dict)
Takes each variable=value pair in the dictionary and sets the
attributes based on them |
source code
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Initialize(...)
b2DistanceJointDef_Initialize(b2DistanceJointDef self, b2Body body1, b2Body body2,
b2Vec2 anchor1, b2Vec2 anchor2) |
source code
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ClearUserData(...)
b2JointDef_ClearUserData(b2JointDef self) |
source code
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GetUserData(...)
b2JointDef_GetUserData(b2JointDef self) -> PyObject |
source code
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SetUserData(...)
b2JointDef_SetUserData(b2JointDef self, PyObject data) |
source code
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thisown
The membership flag
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localAnchor1
b2DistanceJointDef_localAnchor1_get(b2DistanceJointDef self) ->
b2Vec2
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localAnchor2
b2DistanceJointDef_localAnchor2_get(b2DistanceJointDef self) ->
b2Vec2
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length
b2DistanceJointDef_length_get(b2DistanceJointDef self) -> float32
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frequencyHz
b2DistanceJointDef_frequencyHz_get(b2DistanceJointDef self) ->
float32
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dampingRatio
b2DistanceJointDef_dampingRatio_get(b2DistanceJointDef self) ->
float32
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body1
b2JointDef_body1_get(b2JointDef self) -> b2Body
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body2
b2JointDef_body2_get(b2JointDef self) -> b2Body
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collideConnected
b2JointDef_collideConnected_get(b2JointDef self) -> bool
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type
b2JointDef_type_get(b2JointDef self) -> b2JointType
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userData
GetUserData(self) -> PyObject
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