| Box2D 2.4.1
    A 2D physics engine for games | 
#include <b2_joint.h>
 
  
| Public Member Functions | |
| b2JointType | GetType () const | 
| Get the type of the concrete joint. | |
| b2Body * | GetBodyA () | 
| Get the first body attached to this joint. | |
| b2Body * | GetBodyB () | 
| Get the second body attached to this joint. | |
| virtual b2Vec2 | GetAnchorA () const =0 | 
| Get the anchor point on bodyA in world coordinates. | |
| virtual b2Vec2 | GetAnchorB () const =0 | 
| Get the anchor point on bodyB in world coordinates. | |
| virtual b2Vec2 | GetReactionForce (float inv_dt) const =0 | 
| Get the reaction force on bodyB at the joint anchor in Newtons. | |
| virtual float | GetReactionTorque (float inv_dt) const =0 | 
| Get the reaction torque on bodyB in N*m. | |
| b2Joint * | GetNext () | 
| Get the next joint the world joint list. | |
| const b2Joint * | GetNext () const | 
| b2JointUserData & | GetUserData () | 
| Get the user data pointer. | |
| bool | IsEnabled () const | 
| Short-cut function to determine if either body is enabled. | |
| bool | GetCollideConnected () const | 
| virtual void | Dump () | 
| Dump this joint to the log file. | |
| virtual void | ShiftOrigin (const b2Vec2 &newOrigin) | 
| Shift the origin for any points stored in world coordinates. | |
| virtual void | Draw (b2Draw *draw) const | 
| Debug draw this joint. | |
| Protected Member Functions | |
| b2Joint (const b2JointDef *def) | |
| virtual void | InitVelocityConstraints (const b2SolverData &data)=0 | 
| virtual void | SolveVelocityConstraints (const b2SolverData &data)=0 | 
| virtual bool | SolvePositionConstraints (const b2SolverData &data)=0 | 
| Static Protected Member Functions | |
| static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) | 
| static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) | 
| Protected Attributes | |
| b2JointType | m_type | 
| b2Joint * | m_prev | 
| b2Joint * | m_next | 
| b2JointEdge | m_edgeA | 
| b2JointEdge | m_edgeB | 
| b2Body * | m_bodyA | 
| b2Body * | m_bodyB | 
| int32 | m_index | 
| bool | m_islandFlag | 
| bool | m_collideConnected | 
| b2JointUserData | m_userData | 
| Friends | |
| class | b2World | 
| class | b2Body | 
| class | b2Island | 
| class | b2GearJoint | 
The base joint class. Joints are used to constraint two bodies together in various fashions. Some joints also feature limits and motors.
| 
 | virtual | 
Debug draw this joint.
Reimplemented in b2DistanceJoint, b2PrismaticJoint, b2RevoluteJoint, and b2WheelJoint.
| 
 | inlinevirtual | 
Dump this joint to the log file.
Reimplemented in b2DistanceJoint, b2FrictionJoint, b2GearJoint, b2MotorJoint, b2MouseJoint, b2PrismaticJoint, b2PulleyJoint, b2RevoluteJoint, b2WeldJoint, and b2WheelJoint.
| 
 | pure virtual | 
Get the anchor point on bodyA in world coordinates.
Implemented in b2DistanceJoint, b2FrictionJoint, b2GearJoint, b2MotorJoint, b2MouseJoint, b2PrismaticJoint, b2PulleyJoint, b2RevoluteJoint, b2WeldJoint, and b2WheelJoint.
| 
 | pure virtual | 
Get the anchor point on bodyB in world coordinates.
Implemented in b2DistanceJoint, b2FrictionJoint, b2GearJoint, b2MotorJoint, b2MouseJoint, b2PrismaticJoint, b2PulleyJoint, b2RevoluteJoint, b2WeldJoint, and b2WheelJoint.
| 
 | inline | 
Get collide connected. Note: modifying the collide connect flag won't work correctly because the flag is only checked when fixture AABBs begin to overlap.
| 
 | pure virtual | 
Get the reaction force on bodyB at the joint anchor in Newtons.
Implemented in b2DistanceJoint, b2FrictionJoint, b2GearJoint, b2MotorJoint, b2MouseJoint, b2PrismaticJoint, b2PulleyJoint, b2RevoluteJoint, b2WeldJoint, and b2WheelJoint.
| 
 | pure virtual | 
Get the reaction torque on bodyB in N*m.
Implemented in b2DistanceJoint, b2FrictionJoint, b2GearJoint, b2MotorJoint, b2MouseJoint, b2PrismaticJoint, b2PulleyJoint, b2RevoluteJoint, b2WeldJoint, and b2WheelJoint.
| 
 | inlinevirtual | 
Shift the origin for any points stored in world coordinates.
Reimplemented in b2MouseJoint, and b2PulleyJoint.