Difference between revisions of "B2.createMouseJointDef"

From GiderosMobile
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(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a mouse joint).
 
(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a mouse joint).
<source lang="lua">
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<syntaxhighlight lang="lua">
 
(table) = b2.createMouseJointDef(bodyA,bodyB,targetx,targety,maxForce,frequencyHz,dampingRatio)
 
(table) = b2.createMouseJointDef(bodyA,bodyB,targetx,targety,maxForce,frequencyHz,dampingRatio)
 
</source>
 
</source>
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=== Examples ===
 
=== Examples ===
<source lang="lua">
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<syntaxhighlight lang="lua">
 
--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 mouse joint definition table with the bodies, world target point, maxForce and optional frequencyHz and dampingRatio.

(Please refer to b2.World:createJoint function for more information about all the information needed to create a mouse joint). <syntaxhighlight lang="lua"> (table) = b2.createMouseJointDef(bodyA,bodyB,targetx,targety,maxForce,frequencyHz,dampingRatio) </source>

Parameters

bodyA: (b2.Body) the first attached body
bodyB: (b2.Body) the second attached body
targetx: (number) the x coordinate of the world target point
targety: (number) the y coordinate of the world target point
maxForce: (number) the maximum constraint force that can be exerted to move the candidate body
frequencyHz: (number, default = 5) the response speed
dampingRatio: (number, default = 0.7) the damping ratio. 0 = no damping, 1 = critical damping

Return values

Returns (table) A new mouse joint definition table

Examples

<syntaxhighlight lang="lua"> --create empty box2d body for joint local ground = world:createBody({})

--joint with dummy body local mouseJoint = nil

-- create a mouse joint on mouse down function self:onMouseDown(event) local jointDef = b2.createMouseJointDef(ground, body, event.x, event.y, 100000) mouseJoint = world:createJoint(jointDef) end

-- update the target of mouse joint on mouse move function self:onMouseMove(event) if mouseJoint ~= nil then mouseJoint:setTarget(event.x, event.y) end end

-- destroy the mouse joint on mouse up function self:onMouseUp(event) if mouseJoint ~= nil then world:destroyJoint(mouseJoint) mouseJoint = nil end end </source>





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