A fixed joint fuses the two bodies together at a reference point. More...
Inherits PhysicsJoint.
Public Member Functions | |
| virtual bool | createConstraints () override |
| Create constraints for this type joint. | |
Public Member Functions inherited from PhysicsJoint | |
| PhysicsBody * | getBodyA () const |
| Get the first physics body a connected to this joint. | |
| var | getBodyA () |
| Get the first physics body a connected to this joint. | |
| local | getBodyA () |
| Get the first physics body a connected to this joint. | |
| PhysicsBody * | getBodyB () const |
| Get the second physics body b connected to this joint. | |
| PhysicsWorld * | getWorld () const |
| Get the physics world. | |
| int | getTag () const |
| Get this joint's tag. More... | |
| void | setTag (int tag) |
| Set this joint's tag. More... | |
| bool | isEnabled () const |
| Determines if the joint is enable. | |
| void | setEnable (bool enable) |
| Enable or disable the joint. | |
| bool | isCollisionEnabled () const |
| Determines if the collsion is enable. | |
| void | setCollisionEnable (bool enable) |
| Enable or disable collision. | |
| void | removeFormWorld () |
| Remove the joint from the world. | |
| void | setMaxForce (float force) |
| Set the max force between two bodies. | |
| float | getMaxForce () const |
| Get the max force setting. | |
Static Public Member Functions | |
| static PhysicsJointFixed * | construct (PhysicsBody *a, PhysicsBody *b, const Vec2 &anchr) |
| Create a fixed joint. More... | |
| local | construct ( local a, local b, local anchr) |
| Create a fixed joint. More... | |
A fixed joint fuses the two bodies together at a reference point.
Fixed joints are useful for creating complex shapes that can be broken apart later.
|
static |
Create a fixed joint.
A is the body to connect. B is the body to connect. It's the pivot position. A object pointer.
|
static |
Create a fixed joint.
A is the body to connect. B is the body to connect. It's the pivot position. A object pointer.
|
static |
Create a fixed joint.
A is the body to connect. B is the body to connect. It's the pivot position. A object pointer.