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

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

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

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

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

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 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

Libraries.Compute.Vector2:

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

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

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

  • 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