Difference between revisions of "love.physics.newRevoluteJoint"
(Returns RevoluteJoint, not Joint) |
m (Add the two missing parameters added in 0.10.2) |
||
Line 24: | Line 24: | ||
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> | ||
− | joint = love.physics.newRevoluteJoint( body1, body2, | + | joint = love.physics.newRevoluteJoint( body1, body2, x1, y1, x2, y2, collideConnected, referenceAngle ) |
</source> | </source> | ||
=== Arguments === | === Arguments === | ||
{{param|Body|body1|The first body.}} | {{param|Body|body1|The first body.}} | ||
{{param|Body|body2|The second body.}} | {{param|Body|body2|The second body.}} | ||
− | {{param|number|x|The x position of the connecting point.}} | + | {{param|number|x1|The x position of the first connecting point.}} |
− | {{param|number| | + | {{param|number|y1|The y position of the first connecting point.}} |
+ | {{param|number|x2|The x position of the second connecting point.}} | ||
+ | {{param|number|y2|The y position of the second connecting point.}} | ||
{{param|boolean|collideConnected (false)|Specifies whether the two bodies should collide with each other.}} | {{param|boolean|collideConnected (false)|Specifies whether the two bodies should collide with each other.}} | ||
{{param|number|referenceAngle (0)|The reference angle between body1 and body2, in radians.}} | {{param|number|referenceAngle (0)|The reference angle between body1 and body2, in radians.}} |
Latest revision as of 19:15, 26 December 2016
Creates a pivot joint between two bodies.
This joint connects two bodies to a point around which they can pivot.
Contents
Function
Available since LÖVE 0.8.0 |
This variant is not supported in earlier versions. |
Synopsis
joint = love.physics.newRevoluteJoint( body1, body2, x, y, collideConnected )
Arguments
Body body1
- The first body.
Body body2
- The second body.
number x
- The x position of the connecting point.
number y
- The y position of the connecting point.
boolean collideConnected (false)
- Specifies whether the two bodies should collide with each other.
Returns
RevoluteJoint joint
- The new revolute joint.
Function
Available since LÖVE 0.10.2 |
This variant is not supported in earlier versions. |
Synopsis
joint = love.physics.newRevoluteJoint( body1, body2, x1, y1, x2, y2, collideConnected, referenceAngle )
Arguments
Body body1
- The first body.
Body body2
- The second body.
number x1
- The x position of the first connecting point.
number y1
- The y position of the first connecting point.
number x2
- The x position of the second connecting point.
number y2
- The y position of the second connecting point.
boolean collideConnected (false)
- Specifies whether the two bodies should collide with each other.
number referenceAngle (0)
- The reference angle between body1 and body2, in radians.
Returns
RevoluteJoint joint
- The new revolute joint.
Function
Removed in LÖVE 0.8.0 |
This variant is not supported in that and later versions. |
Synopsis
joint = love.physics.newRevoluteJoint( body1, body2, x, y )
Arguments
Body body1
- The first body to connect with a Revolute Joint.
Body body2
- The second body to connect with a Revolute Joint.
number x
- The x position of the connecting point.
number y
- The y position of the connecting point.
Returns
RevoluteJoint joint
- The new revolute joint.
See Also
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info