| Package | Box2D.Dynamics.Joints |
| Class | public class b2FrictionJointDef |
| Inheritance | b2FrictionJointDef b2JointDef |
| Source | b2FrictionJointDef.as |
See also
| Property | Defined by | ||
|---|---|---|---|
![]() | bodyA : b2Body
The first attached body.
| b2JointDef | |
![]() | bodyB : b2Body
The second attached body.
| b2JointDef | |
![]() | collideConnected : Boolean
Set this flag to true if the attached bodies should collide.
| b2JointDef | |
| localAnchorA : b2Vec2
The local anchor point relative to bodyA's origin.
| b2FrictionJointDef | ||
| localAnchorB : b2Vec2
The local anchor point relative to bodyB's origin.
| b2FrictionJointDef | ||
| maxForce : Number
The maximun force in N.
| b2FrictionJointDef | ||
| maxTorque : Number
The maximun friction torque in N-m
| b2FrictionJointDef | ||
![]() | type : int
The joint type is set automatically for concrete joint types.
| b2JointDef | |
![]() | userData : *
Use this to attach application specific data to your joints.
| b2JointDef | |
| Method | Defined by | ||
|---|---|---|---|
| b2FrictionJointDef | |||
|
Initialize the bodies, anchors, axis, and reference angle using the world
anchor and world axis.
| b2FrictionJointDef | ||
| localAnchorA | property |
public var localAnchorA:b2Vec2The local anchor point relative to bodyA's origin.
| localAnchorB | property |
public var localAnchorB:b2Vec2The local anchor point relative to bodyB's origin.
| maxForce | property |
public var maxForce:NumberThe maximun force in N.
| maxTorque | property |
public var maxTorque:NumberThe maximun friction torque in N-m
| b2FrictionJointDef | () | constructor |
public function b2FrictionJointDef()
| Initialize | () | method |
public function Initialize(bA:b2Body, bB:b2Body, anchor:b2Vec2):voidInitialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
ParametersbA:b2Body |
|
bB:b2Body |
|
anchor:b2Vec2 |