19 #ifndef B2_FRICTION_JOINT_H 20 #define B2_FRICTION_JOINT_H 22 #include <Box2D/Dynamics/Joints/b2Joint.h> 29 type = e_frictionJoint;
61 b2Vec2 GetReactionForce(float32 inv_dt)
const;
62 float32 GetReactionTorque(float32 inv_dt)
const;
71 void SetMaxForce(float32 force);
74 float32 GetMaxForce()
const;
77 void SetMaxTorque(float32 torque);
80 float32 GetMaxTorque()
const;
100 float32 m_angularImpulse;
116 float32 m_angularMass;
float32 maxTorque
The maximum friction torque in N-m.
Definition: b2FrictionJoint.h:50
b2Body * bodyA
The first attached body.
Definition: b2Joint.h:92
const b2Vec2 & GetLocalAnchorB() const
The local anchor point relative to bodyB's origin.
Definition: b2FrictionJoint.h:68
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin.
Definition: b2FrictionJoint.h:44
b2Body * bodyB
The second attached body.
Definition: b2Joint.h:95
float32 maxForce
The maximum friction force in N.
Definition: b2FrictionJoint.h:47
Definition: b2Joint.h:103
void SetZero()
Set this vector to all zeros.
Definition: b2Math.h:62
const b2Vec2 & GetLocalAnchorA() const
The local anchor point relative to bodyA's origin.
Definition: b2FrictionJoint.h:65
Definition: b2FrictionJoint.h:55
b2JointType type
The joint type is set automatically for concrete joint types.
Definition: b2Joint.h:86
Solver Data.
Definition: b2TimeStep.h:63
A 2-by-2 matrix. Stored in column-major order.
Definition: b2Math.h:183
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin.
Definition: b2FrictionJoint.h:41
Joint definitions are used to construct joints.
Definition: b2Joint.h:74
A rigid body. These are created via b2World::CreateBody.
Definition: b2Body.h:126
A 2D column vector.
Definition: b2Math.h:53
Friction joint definition.
Definition: b2FrictionJoint.h:25
void Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor)
Definition: b2FrictionJoint.cpp:35