242         b2Log(
"  b2FrictionJointDef jd;\n");
   243         b2Log(
"  jd.bodyA = bodies[%d];\n", indexA);
   244         b2Log(
"  jd.bodyB = bodies[%d];\n", indexB);
   250         b2Log(
"  joints[%d] = m_world->CreateJoint(&jd);\n", 
m_index);
 
b2Vec2 b2Mul(const b2Mat22 &A, const b2Vec2 &v)
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin. 
void b2Log(const char *string,...)
Logging function. 
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin. 
float32 GetMaxTorque() const 
Get the maximum friction torque in N*m. 
float32 maxForce
The maximum friction force in N. 
float32 LengthSquared() const 
b2Vec2 GetWorldPoint(const b2Vec2 &localPoint) const 
void SetZero()
Set this vector to all zeros. 
Friction joint definition. 
b2Vec2 localCenter
local center of mass position 
float32 b2Cross(const b2Vec2 &a, const b2Vec2 &b)
Perform the cross product on two vectors. In 2D this produces a scalar. 
A rigid body. These are created via b2World::CreateBody. 
bool b2IsValid(float32 x)
This function is used to ensure that a floating point number is not a NaN or infinity. 
void SetMaxForce(float32 force)
Set the maximum friction force in N. 
void InitVelocityConstraints(const b2SolverData &data)
float32 maxTorque
The maximum friction torque in N-m. 
float32 GetReactionTorque(float32 inv_dt) const 
Get the reaction torque on bodyB in N*m. 
b2Vec2 GetLocalPoint(const b2Vec2 &worldPoint) const 
float32 GetMaxForce() const 
Get the maximum friction force in N. 
void SetMaxTorque(float32 torque)
Set the maximum friction torque in N*m. 
T b2Clamp(T a, T low, T high)
void Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor)
b2Vec2 GetAnchorA() const 
Get the anchor point on bodyA in world coordinates. 
void SolveVelocityConstraints(const b2SolverData &data)
A 2-by-2 matrix. Stored in column-major order. 
b2Body * bodyA
The first attached body. 
float32 Normalize()
Convert this vector into a unit vector. Returns the length. 
b2Mat22 GetInverse() const 
void Dump()
Dump joint to dmLog. 
bool SolvePositionConstraints(const b2SolverData &data)
b2FrictionJoint(const b2FrictionJointDef *def)
b2Body * bodyB
The second attached body. 
b2Vec2 GetAnchorB() const 
Get the anchor point on bodyB in world coordinates. 
b2Vec2 GetReactionForce(float32 inv_dt) const 
Get the reaction force on bodyB at the joint anchor in Newtons.