Difference between revisions of "B2.createRevoluteJointDef"
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(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a revolute joint). | (Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a revolute joint). | ||
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(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory) | (table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory) | ||
</source> | </source> | ||
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=== Examples === | === Examples === | ||
'''Revolute joint''' | '''Revolute joint''' | ||
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--create empty box2d body for joint | --create empty box2d body for joint | ||
local ground = world:createBody({}) | local ground = world:createBody({}) |
Revision as of 14:26, 13 July 2023
Available since: Gideros 2011.6
Class: b2
Description
Creates and returns a revolute joint definition table with the bodies, local anchors, and reference angle using a world anchor point.
(Please refer to b2.World:createJoint function for more information about all the information needed to create a revolute joint). <syntaxhighlight lang="lua"> (table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory) </source>
Parameters
bodyA: (b2.Body) the first attached body
bodyB: (b2.Body) the second attached body
anchorx: (number) the x coordinate of the world anchor point
anchory: (number) the y coordinate of the world anchor point
Return values
Returns (table) a new revolute joint definition table
Examples
Revolute joint <syntaxhighlight lang="lua"> --create empty box2d body for joint local ground = world:createBody({}) ground:setPosition(300, 480)
local jointDef = b2.createRevoluteJointDef(body, ground, 300, 300) local revoluteJoint = world:createJoint(jointDef) --will not let ball spin forever revoluteJoint:setMaxMotorTorque(1) revoluteJoint:enableMotor(true) </source>