Difference between revisions of "B2.createGearJointDef"

Line 9: Line 9:
 
(table) = b2.createGearJointDef(bodyA,bodyB,joint1,joint2,ratio)
 
(table) = b2.createGearJointDef(bodyA,bodyB,joint1,joint2,ratio)
 
</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/>
'''joint1''': (b2.Joint) the first revolute/prismatic joint attached to the gear joint ''''''<br/>
+
'''bodyB''': (b2.Body) the second attached body <br/>
'''joint2''': (b2.Joint) the second revolute/prismatic joint attached to the gear joint ''''''<br/>
+
'''joint1''': (b2.Joint) the first revolute/prismatic joint attached to the gear joint <br/>
'''ratio''': (number, default = 1) the gear ratio ''''''<br/>
+
'''joint2''': (b2.Joint) the second revolute/prismatic joint attached to the gear joint <br/>
 +
'''ratio''': (number, default = 1) the gear ratio <br/>
 +
=== Return values ===
 
'''Returns''' (table) A new gear joint definition table<br/>
 
'''Returns''' (table) A new gear joint definition table<br/>
 +
=== Examples ===
 +
'''Gear joint combining revolute and prismatic joints'''<br/>
 +
<source lang="lua">--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)</source>

Revision as of 11:44, 23 August 2018

Available since: Gideros 2011.6

Description


Creates and returns a gear joint definition table.
(Please refer to b2.World:createJoint function for more information about all the information needed to create a gear joint).

(table) = b2.createGearJointDef(bodyA,bodyB,joint1,joint2,ratio)

Parameters

bodyA: (b2.Body) the first attached body
bodyB: (b2.Body) the second attached body
joint1: (b2.Joint) the first revolute/prismatic joint attached to the gear joint
joint2: (b2.Joint) the second revolute/prismatic joint attached to the gear joint
ratio: (number, default = 1) the gear ratio

Return values

Returns (table) A new gear joint definition table

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)