Libraries.Game.Physics.Joints.Joint2D Documentation
This class has all of the possible joint types and blueprint actions for all 2D joints.
Inherits from: Libraries.Language.Object
Variables Table
Variables | Description |
---|---|
integer REVOLUTEJOINT | |
integer AT_LOWER | |
integer MOUSEJOINT | |
integer WELDJOINT | |
integer PRISMATICJOINT | |
integer INACTIVE | LimitState enum |
integer GEARJOINT | |
integer EQUAL | |
integer PULLEYJOINT | |
integer FRICTIONJOINT | |
integer UNKNOWN | |
integer DISTANCEJOINT | |
integer ROPEJOINT | |
integer AT_UPPER | |
integer MOTORJOINT | LimitState enum |
integer WHEELJOINT |
Actions Documentation
Compare(Libraries.Language.Object object)
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Parameters
- Libraries.Language.Object: The object to compare to.
Return
integer: The Compare result, Smaller, Equal, or Larger.
Example
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
Equals(Libraries.Language.Object object)
This action determines if two objects are equal based on their hash code values.
Parameters
- Libraries.Language.Object: The to be compared.
Return
boolean: True if the hash codes are equal and false if they are not equal.
Example
use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)
GetAnchorA()
This action sets whether this joint is INACTIVE, AT_LOWER, AT_UPPER, or EQUAL.
Return
GetAnchorB()
This action returns whether this joint is INACTIVE, AT_LOWER, AT_UPPER, or EQUAL.
Return
Libraries.Compute.Vector2: the state of the joint.
GetCollideConnected()
This action returns whether the connected joints can collide or not.
Return
boolean: whether the connected joints can collide or not.
GetEdgeA()
This action returns the first JointEdge2D stored inside this Joint2D.
Return
Libraries.Game.Physics.Joints.JointEdge2D: the first JointEdge2D stored inside this Joint2D.
GetEdgeB()
This action returns the second JointEdge2D stored inside this Joint2D.
Return
Libraries.Game.Physics.Joints.JointEdge2D: the second JointEdge2D stored inside this Joint2D.
GetHashCode()
This action gets the hash code for an object.
Return
integer: The integer hash code of the object.
Example
Object o
integer hash = o:GetHashCode()
GetItemA()
This action returns the first 2D item that is joined by this Joint2D.
Return
Libraries.Interface.Item2D: the first 2D item that is joined by this Joint2D.
GetItemB()
This action returns the second 2D item that is joined by this Joint2D.
Return
Libraries.Interface.Item2D: the second 2D item that is joined by this Joint2D.
GetNext()
This action gets you the next information about a joint (stored in another Joint2D) inside a linked list of Joint2Ds.
Return
Libraries.Game.Physics.Joints.Joint2D: the next joint.
GetPrevious()
This action gets you the previous information about a joint (stored in another Joint2D) inside a linked list of Joint2Ds.
Return
Libraries.Game.Physics.Joints.Joint2D: the previous joint.
GetReactionForce(number inverseTimeStep)
This action sets the second 2D item that is joined by this Joint2D.
Parameters
- number inverseTimeStep
Return
GetReactionTorque(number inverseTimeStep)
This action returns the second 2D item that is joined by this Joint2D.
Parameters
- number inverseTimeStep
Return
number: the second 2D item that is joined by this Joint2D.
GetState()
This action returns whether this joint is INACTIVE, AT_LOWER, AT_UPPER, or EQUAL.
Return
integer: the state of the joint.
GetType()
This action returns the type of joint that you have.
Return
integer: the type of joint that you have.
InCollisionGroup()
This action returns whether the items in this joint is in a collision group with other items.
Return
boolean: true if the items in this joint is in a collision group with other items.
InitializeVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
This action sets whether the connected joints can collide or not.
Parameters
SetCollideConnected(boolean collide)
This action sets whether the connected joints can collide or not.
Parameters
- boolean collide: Whether the connected joints can collide or not.
SetEdgeA(Libraries.Game.Physics.Joints.JointEdge2D edgeA)
This action sets the first JointEdge2D stored inside this Joint2D.
Parameters
- Libraries.Game.Physics.Joints.JointEdge2D: The first JointEdge2D stored inside this Joint2D.s
SetEdgeB(Libraries.Game.Physics.Joints.JointEdge2D edgeB)
This action sets the second JointEdge2D stored inside this Joint2D.
Parameters
SetInCollisionGroup(boolean flag)
This action sets whether the items in this joint is in a collision group with other items.
Parameters
- boolean flag: Whether the items in this joint is in a collision group with other items.
SetItemA(Libraries.Interface.Item2D item)
This action sets the first 2D item that is joined by this Joint2D.
Parameters
- Libraries.Interface.Item2D: The first 2D item that is joined by this Joint2D.
SetItemB(Libraries.Interface.Item2D item)
This action sets the second 2D item that is joined by this Joint2D.
Parameters
- Libraries.Interface.Item2D: The second 2D item that is joined by this Joint2D.
SetNext(Libraries.Game.Physics.Joints.Joint2D next)
This action lets you store another information about a joint (stored in another Joint2D) as a next link to the current Joint2D.
Parameters
- Libraries.Game.Physics.Joints.Joint2D: The next joint.
SetPrevious(Libraries.Game.Physics.Joints.Joint2D previous)
This action lets you store another information about a joint (stored in another Joint2D) as a previous link to the current Joint2D.
Parameters
- Libraries.Game.Physics.Joints.Joint2D: The previous joint.
SetState(integer newState)
This action sets whether this joint is INACTIVE, AT_LOWER, AT_UPPER, or EQUAL.
Parameters
- integer newState: The state of the joint.
SetType(integer type)
This action sets the type of joint that you have.
Parameters
- integer type: The type of joint that you have.
SolvePositionConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
This action sets the first 2D item that is joined by this Joint2D.
Parameters
Return
boolean:
SolveVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
This action returns whether the connected joints can collide or not.
Parameters
On this page
Variables TableAction Documentation- Compare(Libraries.Language.Object object)
- Equals(Libraries.Language.Object object)
- GetAnchorA()
- GetAnchorB()
- GetCollideConnected()
- GetEdgeA()
- GetEdgeB()
- GetHashCode()
- GetItemA()
- GetItemB()
- GetNext()
- GetPrevious()
- GetReactionForce(number inverseTimeStep)
- GetReactionTorque(number inverseTimeStep)
- GetState()
- GetType()
- InCollisionGroup()
- InitializeVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
- SetCollideConnected(boolean collide)
- SetEdgeA(Libraries.Game.Physics.Joints.JointEdge2D edgeA)
- SetEdgeB(Libraries.Game.Physics.Joints.JointEdge2D edgeB)
- SetInCollisionGroup(boolean flag)
- SetItemA(Libraries.Interface.Item2D item)
- SetItemB(Libraries.Interface.Item2D item)
- SetNext(Libraries.Game.Physics.Joints.Joint2D next)
- SetPrevious(Libraries.Game.Physics.Joints.Joint2D previous)
- SetState(integer newState)
- SetType(integer type)
- SolvePositionConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
- SolveVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)