``````

Box2D::b2GearJoint - Connects two joints together.

my \$joint = \$world->CreateJoint( \$joint_def );
\$joint->SetRatio( \$ratio );

A gear joint is used to connect two joints together. Either joint can
be a revolute or prismatic joint. You specify a gear ratio to bind the
motions together: coordinate1 + ratio * coordinate2 = constant The
ratio can be negative or positive. If one joint is a revolute joint and
the other joint is a prismatic joint, then the ratio will have units of
length or units of 1/length.

Warning: The revolute and prismatic joints must be attached to fixed
bodies (which must be body1 on those joints).

Get the anchor point on bodyA in world coordinates. Implements
C<Box2D::b2Joint>.

Returns a C<Box2D::b2Vec2>

Get the anchor point on bodyB in world coordinates. Implements
C<Box2D::b2Joint>.

Returns a C<Box2D::b2Vec2>

Returns a C<float32>

Get the reaction force on body2 at the joint anchor in Newtons.
Implements C<Box2D::b2Joint>.

Parameters:

=over 4

=item * C<float32> C<\$inv_dt>

=back

Returns a C<Box2D::b2Vec2>

Get the reaction torque on body2 in N*m. Implements C<Box2D::b2Joint>.

Parameters:

=over 4

=item * C<float32> C<\$inv_dt>

=back

Returns a C<float32>

Set/Get the gear ratio.

Parameters:

=over 4

=item * C<float32> C<\$ratio>

=back

=over 4

=item * L<Box2D>

=item * L<Box2D::b2GearJointDef>

=item * L<Box2D::b2Joint>

=item * L<Box2D::b2World>

=back