Difference between revisions of "B2.createPrismaticJointDef"
m (Text replacement - "<source" to "<syntaxhighlight") |
|||
Line 8: | Line 8: | ||
(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a prismatic joint). | (Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a prismatic joint). | ||
− | < | + | <syntaxhighlight lang="lua"> |
(table) = b2.createPrismaticJointDef(bodyA,bodyB,anchorx,anchory,axisx,axisy) | (table) = b2.createPrismaticJointDef(bodyA,bodyB,anchorx,anchory,axisx,axisy) | ||
</source> | </source> | ||
Line 24: | Line 24: | ||
=== Examples === | === Examples === | ||
− | < | + | <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 prismatic joint definition table with the bodies, anchors, axis, and reference angle using the world anchor and world axis.
(Please refer to b2.World:createJoint function for more information about all the information needed to create a prismatic joint). <syntaxhighlight lang="lua"> (table) = b2.createPrismaticJointDef(bodyA,bodyB,anchorx,anchory,axisx,axisy) </source>
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
axisx: (number) the x coordinate of the world axis
axisy: (number) the y coordinate of the world axis
Return values
Returns (table) A new prismatic joint definition table
Examples
<syntaxhighlight lang="lua"> --create empty box2d body for joint local ground = world:createBody({}) ground:setPosition(465, 480)
--axisx, axisy values usually between 0 and 1 --0 0 moves freely --0 1 moves on y axis --1 0 moves on x axis --1 1 moves on diagonal local jointDef = b2.createPrismaticJointDef(body, ground, 350, 100, 0.3, 1) local prismaticJoint = world:createJoint(jointDef) </source>