Box2D
2.3.0
A 2D Physics Engine for Games
|
#include <b2MouseJoint.h>
Public Member Functions | |
b2Vec2 | GetAnchorA () const |
Implements b2Joint. | |
b2Vec2 | GetAnchorB () const |
Implements b2Joint. | |
b2Vec2 | GetReactionForce (float32 inv_dt) const |
Implements b2Joint. | |
float32 | GetReactionTorque (float32 inv_dt) const |
Implements b2Joint. | |
void | SetTarget (const b2Vec2 &target) |
Use this to update the target point. | |
const b2Vec2 & | GetTarget () const |
void | SetMaxForce (float32 force) |
Set/get the maximum force in Newtons. | |
float32 | GetMaxForce () const |
void | SetFrequency (float32 hz) |
Set/get the frequency in Hertz. | |
float32 | GetFrequency () const |
void | SetDampingRatio (float32 ratio) |
Set/get the damping ratio (dimensionless). | |
float32 | GetDampingRatio () const |
void | Dump () |
The mouse joint does not support dumping. | |
void | ShiftOrigin (const b2Vec2 &newOrigin) |
Implement b2Joint::ShiftOrigin. | |
Public Member Functions inherited from b2Joint | |
b2JointType | GetType () const |
Get the type of the concrete joint. | |
b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
b2Joint * | GetNext () |
Get the next joint the world joint list. | |
const b2Joint * | GetNext () 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 |
Protected Member Functions | |
b2MouseJoint (const b2MouseJointDef *def) | |
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_localAnchorB |
b2Vec2 | m_targetA |
float32 | m_frequencyHz |
float32 | m_dampingRatio |
float32 | m_beta |
b2Vec2 | m_impulse |
float32 | m_maxForce |
float32 | m_gamma |
int32 | m_indexA |
int32 | m_indexB |
b2Vec2 | m_rB |
b2Vec2 | m_localCenterB |
float32 | m_invMassB |
float32 | m_invIB |
b2Mat22 | m_mass |
b2Vec2 | m_C |
Protected Attributes inherited from b2Joint | |
b2JointType | m_type |
b2Joint * | m_prev |
b2Joint * | m_next |
b2JointEdge | m_edgeA |
b2JointEdge | m_edgeB |
b2Body * | m_bodyA |
b2Body * | m_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 b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force. This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed.