119         float32 k = mass * (omega * omega);
   178         m_impulse += impulse;
   180         if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
   182                 m_impulse *= maxImpulse / m_impulse.Length();
   184         impulse = m_impulse - oldImpulse;
   216         return inv_dt * 0.0f;
 
b2Vec2 b2Mul(const b2Mat22 &A, const b2Vec2 &v)
float32 dampingRatio
The damping ratio. 0 = no damping, 1 = critical damping. 
b2Vec2 GetAnchorA() const 
Implements b2Joint. 
float32 GetDampingRatio() const 
b2Vec2 GetWorldPoint(const b2Vec2 &localPoint) const 
void SetZero()
Set this vector to all zeros. 
float32 GetReactionTorque(float32 inv_dt) const 
Implements b2Joint. 
bool IsValid() const 
Does this vector contain finite coordinates? 
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. 
b2Vec2 GetReactionForce(float32 inv_dt) const 
Implements b2Joint. 
bool b2IsValid(float32 x)
This function is used to ensure that a floating point number is not a NaN or infinity. 
float32 frequencyHz
The response speed. 
float32 GetMaxForce() const 
void SetMaxForce(float32 force)
Set/get the maximum force in Newtons. 
b2Vec2 b2MulT(const b2Mat22 &A, const b2Vec2 &v)
const b2Vec2 & GetTarget() const 
void SetFrequency(float32 hz)
Set/get the frequency in Hertz. 
bool SolvePositionConstraints(const b2SolverData &data)
void SolveVelocityConstraints(const b2SolverData &data)
b2Vec2 GetAnchorB() const 
Implements b2Joint. 
A 2-by-2 matrix. Stored in column-major order. 
float32 GetFrequency() const 
void ShiftOrigin(const b2Vec2 &newOrigin)
Implement b2Joint::ShiftOrigin. 
void InitVelocityConstraints(const b2SolverData &data)
b2MouseJoint(const b2MouseJointDef *def)
void SetDampingRatio(float32 ratio)
Set/get the damping ratio (dimensionless). 
const b2Transform & GetTransform() const 
void SetTarget(const b2Vec2 &target)
Use this to update the target point. 
b2Mat22 GetInverse() const