Box2D 2.3.0 A 2D Physics Engine for Games

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Public Member Functions | Public Attributes | List of all members
b2DistanceJointDef Struct Reference

`#include <b2DistanceJoint.h>`

Inheritance diagram for b2DistanceJointDef:

## Public Member Functions
void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchorA, const b2Vec2 &anchorB)

## Public Attributes
b2Vec2 | localAnchorA
| The local anchor point relative to bodyA's origin.
b2Vec2 | localAnchorB
| The local anchor point relative to bodyB's origin.
float32 | length
| The natural length between the anchor points.
float32 | frequencyHz
float32 | dampingRatio
| The damping ratio. 0 = no damping, 1 = critical damping.
Public Attributes inherited from b2JointDef
b2JointType | type
| The joint type is set automatically for concrete joint types.
void * | userData
| Use this to attach application specific data to your joints.
b2Body * | bodyA
| The first attached body.
b2Body * | bodyB
| The second attached body.
bool | collideConnected
| Set this flag to true if the attached bodies should collide.

## Detailed Description

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.

## Member Function Documentation

void b2DistanceJointDef::Initialize | ( | b2Body * | bodyA,
|  | b2Body * | bodyB,
|  | const b2Vec2 & | anchorA,
|  | const b2Vec2 & | anchorB
| ) |  |

Initialize the bodies, anchors, and length using the world anchors.

## Member Data Documentation

float32 b2DistanceJointDef::frequencyHz

The mass-spring-damper frequency in Hertz. A value of 0 disables softness.

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

- b2DistanceJoint.h
- b2DistanceJoint.cpp