Difference between revisions of "B2.createRevoluteJointDef"

From GiderosMobile
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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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<syntaxhighlight lang="lua">
 
(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory)
 
(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory)
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=== Parameters ===
 
=== Parameters ===
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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({})
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revoluteJoint:setMaxMotorTorque(1)
 
revoluteJoint:setMaxMotorTorque(1)
 
revoluteJoint:enableMotor(true)
 
revoluteJoint:enableMotor(true)
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{{B2}}
 
{{B2}}

Latest revision as of 14:27, 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).

(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory)

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

--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)





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