Box2D  2.3.0
A 2D Physics Engine for Games
Public Member Functions | Protected Member Functions | Protected Attributes | Friends | List of all members
b2RopeJoint Class Reference

#include <b2RopeJoint.h>

Inheritance diagram for b2RopeJoint:
b2Joint

Public Member Functions

b2Vec2 GetAnchorA () const
 Get the anchor point on bodyA in world coordinates.
 
b2Vec2 GetAnchorB () const
 Get the anchor point on bodyB in world coordinates.
 
b2Vec2 GetReactionForce (float32 inv_dt) const
 Get the reaction force on bodyB at the joint anchor in Newtons.
 
float32 GetReactionTorque (float32 inv_dt) const
 Get the reaction torque on bodyB in N*m.
 
const b2Vec2GetLocalAnchorA () const
 The local anchor point relative to bodyA's origin.
 
const b2Vec2GetLocalAnchorB () const
 The local anchor point relative to bodyB's origin.
 
void SetMaxLength (float32 length)
 Set/Get the maximum length of the rope.
 
float32 GetMaxLength () const
 
b2LimitState GetLimitState () const
 
void Dump ()
 Dump joint to dmLog.
 
- Public Member Functions inherited from b2Joint
b2JointType GetType () const
 Get the type of the concrete joint.
 
b2BodyGetBodyA ()
 Get the first body attached to this joint.
 
b2BodyGetBodyB ()
 Get the second body attached to this joint.
 
b2JointGetNext ()
 Get the next joint the world joint list.
 
const b2JointGetNext () const
 
void * GetUserData () const
 Get the user data pointer.
 
void SetUserData (void *data)
 Set the user data pointer.
 
bool IsActive () const
 Short-cut function to determine if either body is inactive.
 
bool GetCollideConnected () const
 
virtual void ShiftOrigin (const b2Vec2 &newOrigin)
 Shift the origin for any points stored in world coordinates.
 

Protected Member Functions

 b2RopeJoint (const b2RopeJointDef *data)
 
void InitVelocityConstraints (const b2SolverData &data)
 
void SolveVelocityConstraints (const b2SolverData &data)
 
bool SolvePositionConstraints (const b2SolverData &data)
 
- Protected Member Functions inherited from b2Joint
 b2Joint (const b2JointDef *def)
 

Protected Attributes

b2Vec2 m_localAnchorA
 
b2Vec2 m_localAnchorB
 
float32 m_maxLength
 
float32 m_length
 
float32 m_impulse
 
int32 m_indexA
 
int32 m_indexB
 
b2Vec2 m_u
 
b2Vec2 m_rA
 
b2Vec2 m_rB
 
b2Vec2 m_localCenterA
 
b2Vec2 m_localCenterB
 
float32 m_invMassA
 
float32 m_invMassB
 
float32 m_invIA
 
float32 m_invIB
 
float32 m_mass
 
b2LimitState m_state
 
- Protected Attributes inherited from b2Joint
b2JointType m_type
 
b2Jointm_prev
 
b2Jointm_next
 
b2JointEdge m_edgeA
 
b2JointEdge m_edgeB
 
b2Bodym_bodyA
 
b2Bodym_bodyB
 
int32 m_index
 
bool m_islandFlag
 
bool m_collideConnected
 
void * m_userData
 

Friends

class b2Joint
 

Additional Inherited Members

- Static Protected Member Functions inherited from b2Joint
static b2JointCreate (const b2JointDef *def, b2BlockAllocator *allocator)
 
static void Destroy (b2Joint *joint, b2BlockAllocator *allocator)
 

Detailed Description

A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior. A model that would allow you to dynamically modify the length would have some sponginess, so I chose not to implement it that way. See b2DistanceJoint if you want to dynamically control length.


The documentation for this class was generated from the following files: