| Box2D 2.4.1
    A 2D physics engine for games | 
#include <b2_distance_joint.h>
 
  
| 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. | |
| float | length | 
| The rest length of this joint. Clamped to a stable minimum value. | |
| float | minLength | 
| Minimum length. Clamped to a stable minimum value. | |
| float | maxLength | 
| Maximum length. Must be greater than or equal to the minimum length. | |
| 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. | |
Distance joint definition. This requires defining an anchor point on both bodies and the non-zero distance 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.
| void b2DistanceJointDef::Initialize | ( | b2Body * | bodyA, | 
| b2Body * | bodyB, | ||
| const b2Vec2 & | anchorA, | ||
| const b2Vec2 & | anchorB | ||
| ) | 
Initialize the bodies, anchors, and rest length using world space anchors. The minimum and maximum lengths are set to the rest length.