Difference between revisions of "B2.createMouseJointDef"

From GiderosMobile
Line 9: Line 9:
 
(table) = b2.createMouseJointDef(bodyA,bodyB,targetx,targety,maxForce,frequencyHz,dampingRatio)
 
(table) = b2.createMouseJointDef(bodyA,bodyB,targetx,targety,maxForce,frequencyHz,dampingRatio)
 
</source>
 
</source>
'''bodyA''': (b2.Body) the first attached body ''''''<br/>
+
=== Parameters ===
'''bodyB''': (b2.Body) the second attached body ''''''<br/>
+
'''bodyA''': (b2.Body) the first attached body <br/>
'''targetx''': (number) the x coordinate of the world target point ''''''<br/>
+
'''bodyB''': (b2.Body) the second attached body <br/>
'''targety''': (number) the y coordinate of the world target point ''''''<br/>
+
'''targetx''': (number) the x coordinate of the world target point <br/>
'''maxForce''': (number) the maximum constraint force that can be exerted to move the candidate body ''''''<br/>
+
'''targety''': (number) the y coordinate of the world target point <br/>
'''frequencyHz''': (number, default = 5) the response speed ''''''<br/>
+
'''maxForce''': (number) the maximum constraint force that can be exerted to move the candidate body <br/>
'''dampingRatio''': (number, default = 0.7) the damping ratio. 0 = no damping, 1 = critical damping ''''''<br/>
+
'''frequencyHz''': (number, default = 5) the response speed <br/>
 +
'''dampingRatio''': (number, default = 0.7) the damping ratio. 0 = no damping, 1 = critical damping <br/>
 +
=== Return values ===
 
'''Returns''' (table) A new mouse joint definition table<br/>
 
'''Returns''' (table) A new mouse joint definition table<br/>
 +
=== Examples ===
 +
'''Mouse joint'''<br/>
 +
<source 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>

Revision as of 10:45, 23 August 2018

Available since: Gideros 2011.6

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).

(table) = b2.createMouseJointDef(bodyA,bodyB,targetx,targety,maxForce,frequencyHz,dampingRatio)

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

Mouse joint

--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