19 #ifndef B2_WHEEL_JOINT_H    20 #define B2_WHEEL_JOINT_H    97         float32 GetJointTranslation() 
const;
   103         bool IsMotorEnabled() 
const;
   106         void EnableMotor(
bool flag);
   109         void SetMotorSpeed(
float32 speed);
   115         void SetMaxMotorTorque(
float32 torque);
   116         float32 GetMaxMotorTorque() 
const;
   122         void SetSpringFrequencyHz(
float32 hz);
   123         float32 GetSpringFrequencyHz() 
const;
   126         void SetSpringDampingRatio(
float32 ratio);
   127         float32 GetSpringDampingRatio() 
const;
   187         return m_maxMotorTorque;
   197         return m_frequencyHz;
   202         m_dampingRatio = ratio;
   207         return m_dampingRatio;
 
virtual void SolveVelocityConstraints(const b2SolverData &data)=0
void SetSpringFrequencyHz(float32 hz)
Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring...
float32 GetSpringDampingRatio() const 
Joint definitions are used to construct joints. 
float32 GetMaxMotorTorque() const 
const b2Vec2 & GetLocalAnchorB() const 
The local anchor point relative to bodyB's origin. 
void SetSpringDampingRatio(float32 ratio)
Set/Get the spring damping ratio. 
void Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis)
void SetZero()
Set this vector to all zeros. 
float32 frequencyHz
Suspension frequency, zero indicates no suspension. 
A rigid body. These are created via b2World::CreateBody. 
float32 motorSpeed
The desired motor speed in radians per second. 
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin. 
virtual void InitVelocityConstraints(const b2SolverData &data)=0
b2Vec2 localAxisA
The local translation axis in bodyA. 
virtual bool SolvePositionConstraints(const b2SolverData &data)=0
GLint GLenum GLsizei GLint GLsizei const GLvoid * data
bool enableMotor
Enable/disable the joint motor. 
const b2Vec2 & GetLocalAnchorA() const 
The local anchor point relative to bodyA's origin. 
float32 GetMotorSpeed() const 
Get the motor speed, usually in radians per second. 
float32 maxMotorTorque
The maximum motor torque, usually in N-m. 
const b2Vec2 & GetLocalAxisA() const 
The local joint axis relative to bodyA. 
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin. 
GLuint GLuint GLsizei GLenum type
float32 GetSpringFrequencyHz() const 
b2Body * bodyA
The first attached body. 
void Set(float32 x_, float32 y_)
Set this vector to some specified coordinates. 
b2Body * bodyB
The second attached body. 
float32 dampingRatio
Suspension damping ratio, one indicates critical damping. 
GLdouble GLdouble GLdouble GLdouble GLdouble GLdouble f