A fixed joint fuses the two bodies together at a reference point. More...
#include <CCPhysicsJoint.h>
Public Member Functions | |
virtual bool | createConstraints () override |
Create constraints for this type joint. More... | |
Public Member Functions inherited from PhysicsJoint | |
PhysicsBody * | getBodyA () const |
Get physics body a connected to this joint. More... | |
local | getBodyA () |
Get physics body a connected to this joint. More... | |
PhysicsBody * | getBodyB () const |
Get physics body b connected to this joint. More... | |
PhysicsWorld * | getWorld () const |
Get the physics world. More... | |
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. More... | |
void | setEnable (bool enable) |
Enable/Disable the joint. More... | |
bool | isCollisionEnabled () const |
Determines if the collsion is enable. More... | |
void | setCollisionEnable (bool enable) |
Enable/disable the collision between two bodies. More... | |
void | removeFormWorld () |
Remove the joint from the world. More... | |
void | setMaxForce (float force) |
Set the max force between two bodies. More... | |
float | getMaxForce () const |
Get the max force setting. More... | |
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... | |
Protected Member Functions | |
PhysicsJointFixed () | |
virtual | ~PhysicsJointFixed () |
Protected Member Functions inherited from PhysicsJoint | |
PhysicsJoint () | |
virtual | ~PhysicsJoint ()=0 |
bool | init (PhysicsBody *a, PhysicsBody *b) |
bool | initJoint () |
Protected Attributes | |
Vec2 | _anchr |
Protected Attributes inherited from PhysicsJoint | |
std::vector< cpConstraint * > | _cpConstraints |
var | _cpConstraints |
local | _cpConstraints |
PhysicsBody * | _bodyA |
PhysicsBody * | _bodyB |
PhysicsWorld * | _world |
bool | _enable |
bool | _collisionEnable |
bool | _destoryMark |
int | _tag |
float | _maxForce |
bool | _initDirty |
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.
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Create a fixed joint.
a | A is the body to connect. |
b | B is the body to connect. |
anchr | It's the pivot position. |
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static |
Create a fixed joint.
a | A is the body to connect. |
b | B is the body to connect. |
anchr | It's the pivot position. |
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static |
Create a fixed joint.
a | A is the body to connect. |
b | B is the body to connect. |
anchr | It's the pivot position. |
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overridevirtual |
Create constraints for this type joint.
Reimplemented from PhysicsJoint.
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overridevirtual |
Create constraints for this type joint.
Reimplemented from PhysicsJoint.
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overridevirtual |
Create constraints for this type joint.
Reimplemented from PhysicsJoint.
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protected |
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