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

Summary

Variable Summary Table

VariablesDescription
integer WELDJOINT
integer EQUAL
integer UNKNOWN
integer AT_UPPER
integer ROPEJOINT
integer AT_LOWER
integer WHEELJOINT
integer MOTORJOINT
integer PULLEYJOINT
integer INACTIVELimitState en
integer PRISMATICJOINT
integer GEARJOINT
integer REVOLUTEJOINT
integer DISTANCEJOINT
integer MOUSEJOINT
integer FRICTIONJOINT

Actions Summary Table

ActionsDescription
Compare(Libraries.Language.Object object)This action compares two object hash codes and returns a CompareResult.
Equals(Libraries.Language.Object object)This action determines if two objects are equal based on their hash code values.
GetAnchorA()
GetAnchorB()
GetCollideConnected()This action returns whether the connected joints can collide or not.
GetEdgeA()This action returns the first JointEdge2D stored inside this Joint2D.
GetEdgeB()This action returns the second JointEdge2D stored inside this Joint2D.
GetHashCode()This action gets the hash code for an object.
GetItemA()This action returns the first 2D item that is joined by this Joint2D.
GetItemB()This action returns 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.
GetPrevious()This action gets you the previous information about a joint (stored in another Joint2D) inside a linked list of Joint2Ds.
GetReactionForce(number inverseTimeStep)
GetReactionTorque(number inverseTimeStep)
GetState()This action returns whether this joint is INACTIVE, AT_LOWER, AT_UPPER, or EQUAL.
GetType()This action returns 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.
InitializeVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
SetCollideConnected(boolean collide)This action sets 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.
SetEdgeB(Libraries.Game.Physics.Joints.JointEdge2D edgeB)This action sets the second JointEdge2D stored inside this Joint2D.
SetInCollisionGroup(boolean flag)This action sets 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.
SetItemB(Libraries.Interface.Item2D item)This action sets 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.
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.
SetState(integer newState)This action sets whether this joint is INACTIVE, AT_LOWER, AT_UPPER, or EQUAL.
SetType(integer type)This action sets the type of joint that you have.
SolvePositionConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
SolveVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)

Actions Documentation

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns a CompareResult. The compare result is either larger if this hash code is larger than the object passed as a parameter, smaller, or equal.

Example Code

use Libraries.Language.Support.CompareResult
        Object o
        Object t
        CompareResult result = o:Compare(t)

Parameters

Return

Libraries.Language.Support.CompareResult: The Compare result, Smaller, Equal, or Larger.

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Example Code

use Libraries.Language.Object
        use Libraries.Language.Types.Text
        Object o
        Text t
        boolean result = o:Equals(t)

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

GetAnchorA()

Return

Libraries.Compute.Vector2

GetAnchorB()

Return

Libraries.Compute.Vector2

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.

Example Code

Object o
        integer hash = o:GetHashCode()

Return

integer: The integer hash code of the object.

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)

Parameters

Return

Libraries.Compute.Vector2

GetReactionTorque(number inverseTimeStep)

Parameters

Return

number

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)

Parameters

SetCollideConnected(boolean collide)

This action sets whether the connected joints can collide or not.

Parameters

SetEdgeA(Libraries.Game.Physics.Joints.JointEdge2D edgeA)

This action sets the first JointEdge2D stored inside this Joint2D.

Parameters

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

SetItemA(Libraries.Interface.Item2D item)

This action sets the first 2D item that is joined by this Joint2D.

Parameters

SetItemB(Libraries.Interface.Item2D item)

This action sets the second 2D item that is joined by this Joint2D.

Parameters

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

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

SetState(integer newState)

This action sets whether this joint is INACTIVE, AT_LOWER, AT_UPPER, or EQUAL.

Parameters

SetType(integer type)

This action sets the type of joint that you have.

Parameters

SolvePositionConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)

Parameters

Return

boolean

SolveVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)

Parameters