Difference between revisions of "B2.createPrismaticJointDef"

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__NOTOC__
 
__NOTOC__
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
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<languages />
=== <translate>Description</translate> ===
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'''Available since:''' Gideros 2011.6<br/>
<translate><br />
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'''Class:''' [[Special:MyLanguage/b2|b2]]<br/>
Creates and returns a prismatic joint definition table with the bodies, anchors, axis, and reference angle using the world anchor and world axis.<br />
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(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a prismatic joint).<br />
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=== Description ===
<br /></translate>
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Creates and returns a prismatic joint definition table with the bodies, anchors, axis, and reference angle using the world anchor and world axis.
<source lang="lua">
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(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a prismatic joint).
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<syntaxhighlight lang="lua">
 
(table) = b2.createPrismaticJointDef(bodyA,bodyB,anchorx,anchory,axisx,axisy)
 
(table) = b2.createPrismaticJointDef(bodyA,bodyB,anchorx,anchory,axisx,axisy)
</source>
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</syntaxhighlight>
=== <translate>Parameters</translate> ===
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'''bodyA''': (b2.Body) <translate>the first attached body</translate> <br/>
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=== Parameters ===
'''bodyB''': (b2.Body) <translate>the second attached body</translate> <br/>
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'''bodyA''': (b2.Body) the first attached body <br/>
'''anchorx''': (number) <translate>the x coordinate of the world anchor point</translate> <br/>
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'''bodyB''': (b2.Body) the second attached body <br/>
'''anchory''': (number) <translate>the y coordinate of the world anchor point</translate> <br/>
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'''anchorx''': (number) the x coordinate of the world anchor point <br/>
'''axisx''': (number) <translate>the x coordinate of the world axis</translate> <br/>
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'''anchory''': (number) the y coordinate of the world anchor point <br/>
'''axisy''': (number) <translate>the y coordinate of the world axis</translate> <br/>
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'''axisx''': (number) the x coordinate of the world axis <br/>
=== <translate>Return values</translate> ===
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'''axisy''': (number) the y coordinate of the world axis <br/>
'''<translate>Returns</translate>''' (table) <translate>A new prismatic joint definition table</translate><br/>
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=== <translate>Examples</translate> ===
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=== Return values ===
'''Prismatic joint'''<br/>
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'''Returns''' (table) A new prismatic joint definition table<br/>
<source lang="lua">--create empty box2d body for joint
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=== Examples ===
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<syntaxhighlight lang="lua">
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--create empty box2d body for joint
 
local ground = world:createBody({})
 
local ground = world:createBody({})
 
ground:setPosition(465, 480)
 
ground:setPosition(465, 480)
  
--axisx, axisy values usually between 0 and 1
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--axisx, axisy values usually between 0 and 1
--0 0 moves freely
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--0 0 moves freely
--0 1 moves on y axis
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--0 1 moves on y axis
--1 0 moves on x axis
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--1 0 moves on x axis
--1 1 moves on diagonal
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--1 1 moves on diagonal
 
local jointDef = b2.createPrismaticJointDef(body, ground, 350, 100, 0.3, 1)
 
local jointDef = b2.createPrismaticJointDef(body, ground, 350, 100, 0.3, 1)
local prismaticJoint = world:createJoint(jointDef)</source>
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local prismaticJoint = world:createJoint(jointDef)
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</syntaxhighlight>
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{{B2}}

Latest revision as of 14:27, 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).

(table) = b2.createPrismaticJointDef(bodyA,bodyB,anchorx,anchory,axisx,axisy)

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

--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)





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