Difference between revisions of "B2.GearJoint"
From GiderosMobile
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'''Supported platforms:''' android, ios, mac, pc<br/> | '''Supported platforms:''' android, ios, mac, pc<br/> | ||
'''Available since:''' Gideros 2011.6<br/> | '''Available since:''' Gideros 2011.6<br/> | ||
− | === Description === | + | === <translate>Description</translate> === |
<translate><br /> | <translate><br /> | ||
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.<br /> | 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.<br /> | ||
<br /></translate> | <br /></translate> | ||
− | === Examples === | + | === <translate>Examples</translate> === |
'''Gear joint combining revolute and prismatic joints'''<br/> | '''Gear joint combining revolute and prismatic joints'''<br/> | ||
<source lang="lua">--create empty box2d body for joint | <source lang="lua">--create empty box2d body for joint | ||
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{|- | {|- | ||
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
− | === Methods === | + | === <translate>Methods</translate> === |
[[Special:MyLanguage/b2.GearJoint:getRatio|b2.GearJoint:getRatio]] ''<translate>returns the gear ratio</translate>''<br/> | [[Special:MyLanguage/b2.GearJoint:getRatio|b2.GearJoint:getRatio]] ''<translate>returns the gear ratio</translate>''<br/> | ||
[[Special:MyLanguage/b2.GearJoint:setRatio|b2.GearJoint:setRatio]] ''<translate>sets the gear ratio</translate>''<br/> | [[Special:MyLanguage/b2.GearJoint:setRatio|b2.GearJoint:setRatio]] ''<translate>sets the gear ratio</translate>''<br/> | ||
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
− | === Events === | + | === <translate>Events</translate> === |
− | === Constants === | + | === <translate>Constants</translate> === |
|} | |} |
Revision as of 07:29, 24 August 2018
Supported platforms: android, ios, mac, pc
Available since: Gideros 2011.6
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 |