Difference between revisions of "B2.GearJoint"
From GiderosMobile
m (Text replacement - "<source" to "<syntaxhighlight") |
|||
(One intermediate revision by one other user not shown) | |||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
− | |||
<!-- GIDEROSOBJ:b2.GearJoint --> | <!-- GIDEROSOBJ:b2.GearJoint --> | ||
'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/> | '''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/> | ||
'''Available since:''' Gideros 2011.6<br/> | '''Available since:''' Gideros 2011.6<br/> | ||
− | '''Inherits from:''' [[ | + | '''Inherits from:''' [[b2.Joint]]<br/> |
=== Description === | === Description === | ||
Line 34: | Line 33: | ||
local jointDef = b2.createGearJointDef(body1, body2, revoluteJoint, prismaticJoint, 1) | local jointDef = b2.createGearJointDef(body1, body2, revoluteJoint, prismaticJoint, 1) | ||
local gearJoint = world:createJoint(jointDef) | local gearJoint = world:createJoint(jointDef) | ||
− | </ | + | </syntaxhighlight> |
{|- | {|- | ||
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
=== Methods === | === Methods === | ||
− | [[ | + | [[b2.GearJoint:getRatio]] ''returns the gear ratio''<br/><!--GIDEROSMTD:b2.GearJoint:getRatio() returns the gear ratio--> |
− | [[ | + | [[b2.GearJoint:setRatio]] ''sets the gear ratio''<br/><!--GIDEROSMTD:b2.GearJoint:setRatio(ratio) sets the gear ratio--> |
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| |
Latest revision as of 01:55, 1 December 2023
Supported platforms:
Available since: Gideros 2011.6
Inherits from: b2.Joint
Description
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.
Examples
Gear joint combining revolute and prismatic joints
--create empty box2d body for joint
local ground = world:createBody({})
--create revolute joint
--note that ground should be passed as first parameter here
local jointDef = b2.createRevoluteJointDef(ground, body1, 300, 300)
local revoluteJoint = world:createJoint(jointDef)
--set motor
revoluteJoint:setMaxMotorTorque(1)
revoluteJoint:enableMotor(true)
--axisx, axisy values usually between 0 and 1
--note that ground should be passed as first parameter here
local jointDef = b2.createPrismaticJointDef(ground, body2, 350, 100, 0.3, 1)
local prismaticJoint = world:createJoint(jointDef)
--set motor
prismaticJoint:setMaxMotorForce(1)
prismaticJoint:enableMotor(true)
--create gear joint using two already created joints
local jointDef = b2.createGearJointDef(body1, body2, revoluteJoint, prismaticJoint, 1)
local gearJoint = world:createJoint(jointDef)
Methodsb2.GearJoint:getRatio returns the gear ratio |
EventsConstants |