public class PulleyJointDef
Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, and a
pulley ratio.
Fields
public Vec2 groundAnchorA | The first ground anchor in world coordinates. |
public Vec2 groundAnchorB | The second ground anchor in world coordinates. |
public Vec2 localAnchorA | The local anchor point relative to bodyA’s origin. |
public Vec2 localAnchorB | The local anchor point relative to bodyB’s origin. |
public float lengthA | The a reference length for the segment attached to bodyA. |
public float lengthB | The a reference length for the segment attached to bodyB. |
public float ratio | The pulley ratio, used to simulate a block-and-tackle. |
Constructors
public PulleyJointDef() |
Methods
public void initialize(Body b1, Body b2, Vec2 ga1, Vec2 ga2, Vec2 anchor1, Vec2 anchor2, float r) | Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. |
Inherited fields
Inherited methods
Field details
groundAnchorA
public Vec2 groundAnchorAThe first ground anchor in world coordinates. This point never moves.
groundAnchorB
public Vec2 groundAnchorBThe second ground anchor in world coordinates. This point never moves.
localAnchorA
public Vec2 localAnchorAThe local anchor point relative to bodyA’s origin.
localAnchorB
public Vec2 localAnchorBThe local anchor point relative to bodyB’s origin.
lengthA
public float lengthAThe a reference length for the segment attached to bodyA.
lengthB
public float lengthBThe a reference length for the segment attached to bodyB.
ratio
public float ratioThe pulley ratio, used to simulate a block-and-tackle.
Constructor details
PulleyJointDef
public PulleyJointDef()Method details
initialize
public void initialize(Body b1, Body b2, Vec2 ga1, Vec2 ga2, Vec2 anchor1, Vec2 anchor2, float r)Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.