A fixed joint fuses the two bodies together at a reference point. More...
Inherits PhysicsJoint.
Public Member Functions | |
virtual bool | createConstraints () override |
Create constraints for this type joint. | |
Public Member Functions inherited from PhysicsJoint | |
PhysicsBody * | getBodyA () const |
Get physics body a connected to this joint. | |
PhysicsBody * | getBodyB () const |
Get physics body b connected to this joint. | |
PhysicsWorld * | getWorld () const |
Get the physics world. | |
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. | |
void | setEnable (bool enable) |
Enable/Disable the joint. | |
bool | isCollisionEnabled () const |
Determines if the collision is enable. | |
void | setCollisionEnable (bool enable) |
Enable/disable the collision between two bodies. | |
void | removeFormWorld () |
Remove the joint from the world. | |
void | setMaxForce (float force) |
Set the max force between two bodies. | |
float | getMaxForce () const |
Get the max force setting. | |
Static Public Member Functions | |
static PhysicsJointFixed * | construct (PhysicsBody *a, PhysicsBody *b, const Vec2 &anchr) |
Create a fixed joint. More... | |
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.
|
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. |