Difference between revisions of "B2.createPulleyJointDef"

From GiderosMobile
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(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a pulley joint).
 
(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a pulley joint).
<source lang="lua">
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<syntaxhighlight lang="lua">
 
(table) = b2.createPulleyJointDef(bodyA,bodyB,groundAnchorAx,groundAnchorAy,groundAnchorBx,groundAnchorBy,anchorAx,anchorAy,anchorBx,anchorBy,ratio)
 
(table) = b2.createPulleyJointDef(bodyA,bodyB,groundAnchorAx,groundAnchorAy,groundAnchorBx,groundAnchorBy,anchorAx,anchorAy,anchorBx,anchorBy,ratio)
 
</source>
 
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=== Examples ===
 
=== Examples ===
 
'''Pulley joint'''
 
'''Pulley joint'''
<source lang="lua">
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<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 pulley joint definition table with the bodies, anchors, lengths, max lengths, and ratio using the world anchors.

(Please refer to b2.World:createJoint function for more information about all the information needed to create a pulley joint). <syntaxhighlight lang="lua"> (table) = b2.createPulleyJointDef(bodyA,bodyB,groundAnchorAx,groundAnchorAy,groundAnchorBx,groundAnchorBy,anchorAx,anchorAy,anchorBx,anchorBy,ratio) </source>

Parameters

bodyA: (b2.Body) the first attached body
bodyB: (b2.Body) the second attached body
groundAnchorAx: (number) the x coordinate of the first ground anchor in world coordinates. This point never moves.
groundAnchorAy: (number) the y coordinate of the first ground anchor in world coordinates. This point never moves.
groundAnchorBx: (number) the x coordinate of the second ground anchor in world coordinates. This point never moves.
groundAnchorBy: (number) the y coordinate of the second ground anchor in world coordinates. This point never moves.
anchorAx: (number) the x coordinate of the world anchor point of bodyA
anchorAy: (number) the y coordinate of the world anchor point of bodyA
anchorBx: (number) the x coordinate of the world anchor point of bodyB
anchorBy: (number) the y coordinate of the world anchor point of bodyB
ratio: (number) the pulley ratio, used to simulate a block-and-tackle

Return values

Returns (table) A new pulley joint definition table

Examples

Pulley joint <syntaxhighlight lang="lua"> --create empty box2d body for joint local ground = world:createBody({})

local jointDef = b2.createPulleyJointDef(body1, body2, 200, 100, --coordinates where "imaginary string" is attached in the air for body 1 350, 100, --coordinates where "imaginary string" is attached in the air for body 2 200, 300, --coordinates where "imaginary string" is attached to the body 1 350, 300, --coordinates where "imaginary string" is attached in the body 2 1) -- ratio (if < 1 -> makes body 2 heavier, > 1 makes body 1 heavier, =1 makes them equal local pulleyJoint = world:createJoint(jointDef) </source>





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