Joint
Attach multiple bodies together to interact in unique ways.
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. |
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
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