Difference between revisions of "B2.DistanceJoint:setFrequency"
From GiderosMobile
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__NOTOC__ | __NOTOC__ | ||
| − | ''' | + | '''Available since:''' Gideros 2011.6<br/> |
| − | ''' | + | '''Class:''' [[b2.DistanceJoint]]<br/> |
| − | === | + | |
| − | + | === Description === | |
| − | Sets the mass-spring-damper frequency in Hertz. | + | Sets the mass-spring-damper frequency in Hertz, that is the speed of oscillation also known as the harmonic motion. |
| − | < | + | <syntaxhighlight lang="lua"> |
| − | + | b2.DistanceJoint:setFrequency(frequency) | |
| − | + | </syntaxhighlight> | |
| − | </ | + | |
| − | === | + | For a rigid distance joint you would set the frequency equals to 0 and the damping equals to 1. |
| − | '''frequency''': (number) | + | |
| + | === Parameters === | ||
| + | '''frequency''': (number) the mass-spring-damper frequency in Hertz (usually between 1 and 5)<br/> | ||
| + | |||
| + | === Example === | ||
| + | '''This is some code from an actual game ;-)''' | ||
| + | <syntaxhighlight lang="lua"> | ||
| + | self.body.ground = self.world:createBody({}) | ||
| + | if g_currentlevel == 1 then | ||
| + | self.body.ground:setPosition(xposx, xposy) | ||
| + | local jointDef = b2.createDistanceJointDef(self.body.ground, self.body, xposx, xposy - 128, xposx, xposy) | ||
| + | self.body.joint = self.world:createJoint(jointDef) | ||
| + | self.body.joint:setDampingRatio(0.5) | ||
| + | self.body.joint:setFrequency(1.2) | ||
| + | end | ||
| + | </syntaxhighlight> | ||
| + | |||
| + | {{B2.DistanceJoint}} | ||
Latest revision as of 17:07, 12 July 2023
Available since: Gideros 2011.6
Class: b2.DistanceJoint
Description
Sets the mass-spring-damper frequency in Hertz, that is the speed of oscillation also known as the harmonic motion.
b2.DistanceJoint:setFrequency(frequency)
For a rigid distance joint you would set the frequency equals to 0 and the damping equals to 1.
Parameters
frequency: (number) the mass-spring-damper frequency in Hertz (usually between 1 and 5)
Example
This is some code from an actual game ;-)
self.body.ground = self.world:createBody({})
if g_currentlevel == 1 then
self.body.ground:setPosition(xposx, xposy)
local jointDef = b2.createDistanceJointDef(self.body.ground, self.body, xposx, xposy - 128, xposx, xposy)
self.body.joint = self.world:createJoint(jointDef)
self.body.joint:setDampingRatio(0.5)
self.body.joint:setFrequency(1.2)
end