Difference between revisions of "B2.createRevoluteJointDef"

From GiderosMobile
Line 9: Line 9:
 
(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory)
 
(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory)
 
</source>
 
</source>
'''bodyA''': (b2.Body) the first attached body ''''''<br/>
+
=== Parameters ===
'''bodyB''': (b2.Body) the second attached body ''''''<br/>
+
'''bodyA''': (b2.Body) the first attached body <br/>
'''anchorx''': (number) the x coordinate of the world anchor point ''''''<br/>
+
'''bodyB''': (b2.Body) the second attached body <br/>
'''anchory''': (number) the y coordinate of the world anchor point ''''''<br/>
+
'''anchorx''': (number) the x coordinate of the world anchor point <br/>
 +
'''anchory''': (number) the y coordinate of the world anchor point <br/>
 +
=== Return values ===
 
'''Returns''' (table) A new revolute joint definition table<br/>
 
'''Returns''' (table) A new revolute joint definition table<br/>
 +
=== Examples ===
 +
'''Example'''<br/>
 +
<source lang="lua">local jointdef = b2.createRevoluteJointDef(bodyA, bodyB, anchorx, anchory)<br />
 +
local joint = b2.World:createJoint(jointdef)<br /></source>
 +
'''Revolute joint'''<br/>
 +
<source 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 for ever
 +
revoluteJoint:setMaxMotorTorque(1)
 +
revoluteJoint:enableMotor(true)</source>

Revision as of 10:46, 23 August 2018

Available since: Gideros 2011.6

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

Example

local jointdef = b2.createRevoluteJointDef(bodyA, bodyB, anchorx, anchory)<br />
local joint = b2.World:createJoint(jointdef)<br />

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 for ever
revoluteJoint:setMaxMotorTorque(1)
revoluteJoint:enableMotor(true)