| Box2D 2.4.1
    A 2D physics engine for games | 
#include <b2_mouse_joint.h>
 
  
| Public Attributes | |
| b2Vec2 | target | 
| float | maxForce | 
| float | stiffness | 
| The linear stiffness in N/m. | |
| float | damping | 
| The linear damping in N*s/m. | |
|  Public Attributes inherited from b2JointDef | |
| b2JointType | type | 
| The joint type is set automatically for concrete joint types. | |
| b2JointUserData | 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. | |
Mouse joint definition. This requires a world target point, tuning parameters, and the time step.
| float b2MouseJointDef::maxForce | 
The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of the weight (multiplier * mass * gravity).
| b2Vec2 b2MouseJointDef::target | 
The initial world target point. This is assumed to coincide with the body anchor initially.