Libraries.Game.Physics.Joints.Joint2D Documentation

This class has all of the possible joint types and blueprint actions for all 2D joint

Inherits from: Libraries.Language.Object

Summary

Variable Summary Table

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

Actions Summary Table

ActionsDescription
Compare(Libraries.Language.Object object)This action compares two object hash codes and returns an integer.
Equals(Libraries.Language.Object object)This action determines if two objects are equal based on their hash code values.
GetAnchorA()This action sets whether this joint is INACTIVE, AT_LOWER, AT_UPPER, or EQUAL.
GetAnchorB()This action returns whether this joint is INACTIVE, AT_LOWER, AT_UPPER, or EQUAL.
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)This action sets the second 2D item that is joined by this Joint2D.
GetReactionTorque(number inverseTimeStep)This action returns 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.
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)This action sets whether the connected joints can collide or not.
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)This action sets the first 2D item that is joined by this Joint2D.
SolveVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)This action returns whether the connected joints can collide or not.

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.

Example Code

Object o
        Object t
        integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smalle

Parameters

Return

integer: 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(

Parameters

Return

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

GetAnchorA()

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

Return

Libraries.Compute.Vector2:

GetAnchorB()

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

Return

Libraries.Compute.Vector2: the state of the join

GetCollideConnected()

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

Return

boolean: whether the connected joints can collide or no

GetEdgeA()

This action returns the first JointEdge2D stored inside this Joint2D.

Return

Libraries.Game.Physics.Joints.JointEdge2D: the first JointEdge2D stored inside this Joint2

GetEdgeB()

This action returns the second JointEdge2D stored inside this Joint2D.

Return

Libraries.Game.Physics.Joints.JointEdge2D: the second JointEdge2D stored inside this Joint2

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 Joint2

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 Joint2

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 join

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 join

GetReactionForce(number inverseTimeStep)

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

Parameters

Return

Libraries.Compute.Vector2:

GetReactionTorque(number inverseTimeStep)

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

Parameters

Return

number: the second 2D item that is joined by this Joint2

GetState()

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

Return

integer: the state of the join

GetType()

This action returns the type of joint that you have.

Return

integer: the type of joint that you hav

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 item

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

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)

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