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. | ||
+ | == Constructors == | ||
+ | {{#ask: [[Category:Functions]] [[Constructs::Joint]] [[Concept:Current]] | ||
+ | | headers=hide | ||
+ | | default=None. | ||
+ | | ?Description | ||
+ | }} | ||
== Functions == | == Functions == | ||
− | {{#ask: [[Category:Functions]] [[parent::Joint||Object]] | + | {{#ask: [[Category:Functions]] [[parent::Joint||Object]] [[Concept:Current]] |
| headers=hide | | headers=hide | ||
| ?Description | | ?Description |
Revision as of 06:48, 21 October 2012
Attach multiple bodies together to interact in unique ways.
Constructors
love.physics.newDistanceJoint | Creates a DistanceJoint between two bodies. |
love.physics.newFrictionJoint | A FrictionJoint applies friction to a body. |
love.physics.newGearJoint | Create a GearJoint connecting two Joints. |
love.physics.newMotorJoint | Creates a joint between two bodies which controls the relative motion between them. |
love.physics.newMouseJoint | Create a joint between a body and the mouse. |
love.physics.newPrismaticJoint | Creates a PrismaticJoint between two bodies. |
love.physics.newPulleyJoint | Creates a PulleyJoint to join two bodies to each other and the ground. |
love.physics.newRevoluteJoint | Creates a pivot joint between two bodies. |
love.physics.newRopeJoint | Creates a joint between two bodies that enforces a max distance between them. |
love.physics.newWeldJoint | A WeldJoint essentially glues two bodies together. |
love.physics.newWheelJoint | Creates a wheel joint. |
Functions
Joint:destroy | Explicitly destroys the Joint. |
Joint:getAnchors | Get the anchor points of the joint. |
Joint:getBodies | Gets the bodies that the Joint is attached to. |
Joint:getCollideConnected | Gets whether the connected Bodies collide. |
Joint:getReactionForce | Returns the reaction force on the second body. |
Joint:getReactionTorque | Returns the reaction torque on the second body. |
Joint:getType | Gets a string representing the type. |
Joint:getUserData | Returns the Lua value associated with this Joint. |
Joint:isDestroyed | Gets whether the Joint is destroyed. |
Joint:setCollideConnected | Sets whether the connected Bodies should collide with each other. |
Joint:setUserData | Associates a Lua value with the Joint. |
Object:release | Immediately destroys the object's Lua reference. |
Object:type | Gets the type of the object as a string. |
Object:typeOf | Checks whether an object is of a certain type. |
Supertypes
Subtypes
DistanceJoint | Keeps two bodies at the same distance. |
FrictionJoint | A FrictionJoint applies friction to a body. |
GearJoint | Keeps bodies together in such a way that they act like gears. |
MotorJoint | Controls the relative motion between two Bodies |
MouseJoint | For controlling objects with the mouse. |
PrismaticJoint | Restricts relative motion between Bodies to one shared axis. |
PulleyJoint | Allows you to simulate bodies connected through pulleys. |
RevoluteJoint | Allow two Bodies to revolve around a shared point. |
RopeJoint | Enforces a maximum distance between two points on two bodies. |
WeldJoint | A WeldJoint essentially glues two bodies together. |
WheelJoint | Restricts a point on the second body to a line on the first body. |
Enums
JointType | Different types of joints. |
See Also
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