import { b2Body } from '../b2Body'; import { b2Vec2 } from '../../Common/Math'; import { b2JointDef } from '../Joints'; /** * Pulley joint definition. This requires two ground anchors, * two dynamic body anchor points, max lengths for each side, * and a pulley ratio. * @see b2PulleyJoint */ export declare class b2PulleyJointDef extends b2JointDef { constructor(); Initialize(bA: b2Body, bB: b2Body, gaA: b2Vec2, gaB: b2Vec2, anchorA: b2Vec2, anchorB: b2Vec2, r: number): void; /** * The first ground anchor in world coordinates. This point never moves. */ groundAnchorA: b2Vec2; /** * The second ground anchor in world coordinates. This point never moves. */ groundAnchorB: b2Vec2; /** * The local anchor point relative to bodyA's origin. */ localAnchorA: b2Vec2; /** * The local anchor point relative to bodyB's origin. */ localAnchorB: b2Vec2; /** * The a reference length for the segment attached to bodyA. */ lengthA: number; /** * The maximum length of the segment attached to bodyA. */ maxLengthA: number; /** * The a reference length for the segment attached to bodyB. */ lengthB: number; /** * The maximum length of the segment attached to bodyB. */ maxLengthB: number; /** * The pulley ratio, used to simulate a block-and-tackle. */ ratio: number; } //# sourceMappingURL=b2PulleyJointDef.d.ts.map