Difference between revisions of "B2.createRevoluteJointDef"

From GiderosMobile
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
 
<languages />
 
<languages />
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
+
'''Available since:''' Gideros 2011.6<br/>
'''<translate>Class</translate>:''' [[Special:MyLanguage/b2|b2]]<br/>
+
'''Class:''' [[Special:MyLanguage/b2|b2]]<br/>
=== <translate>Description</translate> ===
+
 
<translate><br />
+
=== Description ===
Creates and returns a revolute joint definition table with the bodies, local anchors, and reference angle using a world anchor point.<br />
+
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).<br />
+
 
<br /></translate>
+
(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a revolute joint).
 
<source lang="lua">
 
<source lang="lua">
 
(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory)
 
(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory)
 
</source>
 
</source>
=== <translate>Parameters</translate> ===
+
 
'''bodyA''': (b2.Body) <translate>the first attached body</translate> <br/>
+
=== Parameters ===
'''bodyB''': (b2.Body) <translate>the second attached body</translate> <br/>
+
'''bodyA''': (b2.Body) the first attached body <br/>
'''anchorx''': (number) <translate>the x coordinate of the world anchor point</translate> <br/>
+
'''bodyB''': (b2.Body) the second attached body <br/>
'''anchory''': (number) <translate>the y coordinate of the world anchor point</translate> <br/>
+
'''anchorx''': (number) the x coordinate of the world anchor point <br/>
=== <translate>Return values</translate> ===
+
'''anchory''': (number) the y coordinate of the world anchor point <br/>
'''<translate>Returns</translate>''' (table) <translate>A new revolute joint definition table</translate><br/>
+
 
=== <translate>Examples</translate> ===
+
=== Return values ===
'''Example'''<br/>
+
'''Returns''' (table) A new revolute joint definition table<br/>
<source lang="lua">local jointdef = b2.createRevoluteJointDef(bodyA, bodyB, anchorx, anchory)
+
 
local joint = b2.World:createJoint(jointdef)</source>
+
=== Examples ===
'''Revolute joint'''<br/>
+
'''Revolute joint'''
<source lang="lua">--create empty box2d body for joint
+
<source lang="lua">
 +
--create empty box2d body for joint
 
local ground = world:createBody({})
 
local ground = world:createBody({})
 
ground:setPosition(300, 480)
 
ground:setPosition(300, 480)
Line 29: Line 30:
 
local jointDef = b2.createRevoluteJointDef(body, ground, 300, 300)
 
local jointDef = b2.createRevoluteJointDef(body, ground, 300, 300)
 
local revoluteJoint = world:createJoint(jointDef)
 
local revoluteJoint = world:createJoint(jointDef)
--will not let ball spin for ever
+
--will not let ball spin forever
 
revoluteJoint:setMaxMotorTorque(1)
 
revoluteJoint:setMaxMotorTorque(1)
revoluteJoint:enableMotor(true)</source>
+
revoluteJoint:enableMotor(true)
 +
</source>
 +
 
 +
{{B2}}

Revision as of 04:56, 17 February 2020


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)





LiquidFun