Difference between revisions of "Joint"

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Attach multiple bodies together to interact in unique ways.
 
Attach multiple bodies together to interact in unique ways.
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== Constructors ==
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== Functions ==
 
== Functions ==
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Revision as of 06:48, 21 October 2012

Attach multiple bodies together to interact in unique ways.

Constructors

love.physics.newDistanceJointCreates a DistanceJoint between two bodies.
love.physics.newFrictionJointA FrictionJoint applies friction to a body.
love.physics.newGearJointCreate a GearJoint connecting two Joints.
love.physics.newMotorJointCreates a joint between two bodies which controls the relative motion between them.
love.physics.newMouseJointCreate a joint between a body and the mouse.
love.physics.newPrismaticJointCreates a PrismaticJoint between two bodies.
love.physics.newPulleyJointCreates a PulleyJoint to join two bodies to each other and the ground.
love.physics.newRevoluteJointCreates a pivot joint between two bodies.
love.physics.newRopeJointCreates a joint between two bodies that enforces a max distance between them.
love.physics.newWeldJointA WeldJoint essentially glues two bodies together.
love.physics.newWheelJointCreates a wheel joint.

Functions

Joint:destroyExplicitly destroys the Joint.
Joint:getAnchorsGet the anchor points of the joint.
Joint:getBodiesGets the bodies that the Joint is attached to.
Joint:getCollideConnectedGets whether the connected Bodies collide.
Joint:getReactionForceReturns the reaction force on the second body.
Joint:getReactionTorqueReturns the reaction torque on the second body.
Joint:getTypeGets a string representing the type.
Joint:getUserDataReturns the Lua value associated with this Joint.
Joint:isDestroyedGets whether the Joint is destroyed.
Joint:setCollideConnectedSets whether the connected Bodies should collide with each other.
Joint:setUserDataAssociates a Lua value with the Joint.
Object:releaseImmediately destroys the object's Lua reference.
Object:typeGets the type of the object as a string.
Object:typeOfChecks whether an object is of a certain type.

Supertypes

Subtypes

DistanceJointKeeps two bodies at the same distance.
FrictionJointA FrictionJoint applies friction to a body.
GearJointKeeps bodies together in such a way that they act like gears.
MotorJointControls the relative motion between two Bodies
MouseJointFor controlling objects with the mouse.
PrismaticJointRestricts relative motion between Bodies to one shared axis.
PulleyJointAllows you to simulate bodies connected through pulleys.
RevoluteJointAllow two Bodies to revolve around a shared point.
RopeJointEnforces a maximum distance between two points on two bodies.
WeldJointA WeldJoint essentially glues two bodies together.
WheelJointRestricts a point on the second body to a line on the first body.

Enums

JointTypeDifferent types of joints.

See Also


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