new Box2dJoint(jointDef)box2d.js:1355Create a box2d joint, the base class is not intended to be used directly
jointDefObjectFreed once the joint is made, Box2D copies it
Box2D Joint
Extended by Box2dDistanceJoint, Box2dFrictionJoint, Box2dGearJoint, Box2dMotorJoint, Box2dPrismaticJoint, Box2dPulleyJoint, Box2dRevoluteJoint, Box2dRopeJoint, Box2dTargetJoint, Box2dWeldJoint, Box2dWheelJoint
new Box2dJoint(jointDef)box2d.js:1355Create a box2d joint, the base class is not intended to be used directly
jointDef ObjectFreed once the joint is made, Box2D copies it
box2dJoint : Objectbox2d.js:1369The Box2d joint, 0 once it is destroyed, as it is when either object is
destroy()box2d.js:1383Destroy this joint
getAnchorA() → Vector2box2d.js:1410Get the first anchor for this joint in world coordinates
getAnchorB() → Vector2box2d.js:1414Get the second anchor for this joint in world coordinates
getCollideConnected() → booleanbox2d.js:1428Check if the connected bodies should collide
getObjectA() → Box2dObjectbox2d.js:1402Get the first object attached to this joint
getObjectB() → Box2dObjectbox2d.js:1406Get the second object attached to this joint
getReactionForce(time) → Vector2box2d.js:1419Get the reaction force on bodyB at the joint anchor over the last step
time number optionalThe step length in seconds, the world steps by timeDelta
getReactionTorque(time) → numberbox2d.js:1424Get the reaction torque on bodyB in N*m over the last step, clockwise like angle
time number optionalThe step length in seconds, the world steps by timeDelta
isActive() → booleanbox2d.js:1432Check if either connected body is active
isDestroyed() → booleanbox2d.js:1436Check if the joint is gone, destroyed or taken along with one of its objects; its other methods can not be used then