# Difference between revisions of "B2.createPulleyJointDef"

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'''<translate>Available since</translate>:''' Gideros 2011.6<br/> | '''<translate>Available since</translate>:''' Gideros 2011.6<br/> | ||

+ | '''<translate>Class</translate>:''' [[Special:MyLanguage/b2|b2]]<br/> | ||

=== <translate>Description</translate> === | === <translate>Description</translate> === | ||

<translate><br /> | <translate><br /> |

## Revision as of 09:27, 24 August 2018

**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).

```
(table) = b2.createPulleyJointDef(bodyA,bodyB,groundAnchorAx,groundAnchorAy,groundAnchorBx,groundAnchorBy,anchorAx,anchorAy,anchorBx,anchorBy,ratio)
```

### 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**

```
--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)
```