Difference between revisions of "B2.GearJoint"

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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 />
 
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=== Examples ===
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'''Gear joint combining revolute and prismatic joints'''<br/>
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<source lang="lua">--create empty box2d body for joint
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local ground = world:createBody({})
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--create revolute joint
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--note that ground should be passed as first parameter here
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local jointDef = b2.createRevoluteJointDef(ground, body1, 300, 300)
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local revoluteJoint = world:createJoint(jointDef)
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--set motor
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revoluteJoint:setMaxMotorTorque(1)
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revoluteJoint:enableMotor(true)
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--axisx, axisy values usually between 0 and 1
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--note that ground should be passed as first parameter here
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local jointDef = b2.createPrismaticJointDef(ground, body2, 350, 100, 0.3, 1)
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local prismaticJoint = world:createJoint(jointDef)
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--set motor
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prismaticJoint:setMaxMotorForce(1)
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prismaticJoint:enableMotor(true)
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--create gear joint using two already created joints
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local jointDef = b2.createGearJointDef(body1, body2, revoluteJoint, prismaticJoint, 1)
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local gearJoint = world:createJoint(jointDef)</source>
 
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Revision as of 11:44, 23 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)

Methods

b2.GearJoint:getRatio - returns the gear ratio
b2.GearJoint:setRatio - sets the gear ratio

Events

Constants