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PulleyJointDef (libgdx API)
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com.badlogic.gdx.physics.box2d.joints</FONT>
<BR>
Class PulleyJointDef</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">com.badlogic.gdx.physics.box2d.JointDef</A>
      <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.joints.PulleyJointDef</B>
</PRE>
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<DL>
<DT><PRE>public class <B>PulleyJointDef</B><DT>extends <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></DL>
</PRE>

<P>
Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, max lengths for each side, and a
 pulley ratio.
<P>

<P>
<HR>

<P>
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<TH ALIGN="left"><B>Nested classes/interfaces inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></B></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.JointType.html" title="enum in com.badlogic.gdx.physics.box2d">JointDef.JointType</A></CODE></TD>
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<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PulleyJointDef.html#groundAnchorA">groundAnchorA</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The first ground anchor in world coordinates.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PulleyJointDef.html#groundAnchorB">groundAnchorB</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The second ground anchor in world coordinates.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PulleyJointDef.html#lengthA">lengthA</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The a reference length for the segment attached to bodyA.</TD>
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<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PulleyJointDef.html#lengthB">lengthB</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The a reference length for the segment attached to bodyB.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PulleyJointDef.html#localAnchorA">localAnchorA</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The local anchor point relative to bodyA's origin.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PulleyJointDef.html#localAnchorB">localAnchorB</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The local anchor point relative to bodyB's origin.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PulleyJointDef.html#ratio">ratio</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The pulley ratio, used to simulate a block-and-tackle.</TD>
</TR>
</TABLE>
&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.physics.box2d.JointDef"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Fields inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#bodyA">bodyA</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#bodyB">bodyB</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#collideConnected">collideConnected</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#type">type</A></CODE></TD>
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&nbsp;
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PulleyJointDef.html#PulleyJointDef()">PulleyJointDef</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PulleyJointDef.html#initialize(com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2, float)">initialize</A></B>(<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyA,
           <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyB,
           <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;groundAnchorA,
           <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;groundAnchorB,
           <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;anchorA,
           <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;anchorB,
           float&nbsp;ratio)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.</TD>
</TR>
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
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&nbsp;
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<A NAME="groundAnchorA"><!-- --></A><H3>
groundAnchorA</H3>
<PRE>
public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>groundAnchorA</B></PRE>
<DL>
<DD>The first ground anchor in world coordinates. This point never moves.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="groundAnchorB"><!-- --></A><H3>
groundAnchorB</H3>
<PRE>
public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>groundAnchorB</B></PRE>
<DL>
<DD>The second ground anchor in world coordinates. This point never moves.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="localAnchorA"><!-- --></A><H3>
localAnchorA</H3>
<PRE>
public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localAnchorA</B></PRE>
<DL>
<DD>The local anchor point relative to bodyA's origin.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="localAnchorB"><!-- --></A><H3>
localAnchorB</H3>
<PRE>
public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localAnchorB</B></PRE>
<DL>
<DD>The local anchor point relative to bodyB's origin.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="lengthA"><!-- --></A><H3>
lengthA</H3>
<PRE>
public float <B>lengthA</B></PRE>
<DL>
<DD>The a reference length for the segment attached to bodyA.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="lengthB"><!-- --></A><H3>
lengthB</H3>
<PRE>
public float <B>lengthB</B></PRE>
<DL>
<DD>The a reference length for the segment attached to bodyB.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="ratio"><!-- --></A><H3>
ratio</H3>
<PRE>
public float <B>ratio</B></PRE>
<DL>
<DD>The pulley ratio, used to simulate a block-and-tackle.
<P>
<DL>
</DL>
</DL>

<!-- ========= CONSTRUCTOR DETAIL ======== -->

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<A NAME="PulleyJointDef()"><!-- --></A><H3>
PulleyJointDef</H3>
<PRE>
public <B>PulleyJointDef</B>()</PRE>
<DL>
</DL>

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<A NAME="initialize(com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2, float)"><!-- --></A><H3>
initialize</H3>
<PRE>
public void <B>initialize</B>(<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyA,
                       <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyB,
                       <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;groundAnchorA,
                       <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;groundAnchorB,
                       <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;anchorA,
                       <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;anchorB,
                       float&nbsp;ratio)</PRE>
<DL>
<DD>Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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