Add second body anchor point to FrictionJoint/WeldJoint constructors

--HG--
branch : box2d-update
This commit is contained in:
Bill Meltsner
2011-10-02 10:06:31 -04:00
parent 735c52b228
commit f38655a934
7 changed files with 50 additions and 24 deletions
+10 -6
View File
@@ -215,19 +215,23 @@ namespace box2d
/**
* Creates a new FrictionJoint connecting body1 with body2.
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
* @param xA Anchor for body 1 along the x-axis. (World coordinates)
* @param yA Anchor for body 1 along the y-axis. (World coordinates)
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected);
/**
* Creates a new WeldJoint connecting body1 with body2.
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
* @param xA Anchor for body 1 along the x-axis. (World coordinates)
* @param yA Anchor for body 1 along the y-axis. (World coordinates)
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
WeldJoint * newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
WeldJoint * newWeldJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected);
/**
* Creates a new WheelJoint connecting body1 with body2.