Libraries.Game.Physics.Joints.JointEdge3D Documentation

The JointEdge3D class is used to define edges between nodes in the joint graph. When collisions are resolved, JointEdge3D objects are used to find connected items to add to CollisionGroup3D.

Example Code

// Will fill in when this class is used in the incoming Item3D class

Inherits from: Libraries.Language.Object

Summary

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.
GetHashCode()This action gets the hash code for an object.
GetJoint()This action returns the joint (Joint3D) that the joint edge represents.
GetNext()This action returns the next joint edge (JointEdge3D) in the joint graph.
GetOther()This action returns the other Item3D that the joint edge connects to.
GetPrevious()This action returns the previous joint edge (JointEdge3D) in the joint graph.
SetJoint(Libraries.Game.Physics.Joints.Joint3D newJoint)This action sets the next joint edge to be the passed Joint3D.
SetNext(Libraries.Game.Physics.Joints.JointEdge3D newNext)This action sets the next joint edge in the joint graph to be the passed JointEdge3D.
SetOther(Libraries.Interface.Item3D newOther)This action sets other, the other Item3D that the joint connects, to be the passed Joint3D.
SetPrevious(Libraries.Game.Physics.Joints.JointEdge3D newPrevious)This action sets the previous joint edge in the joint graph to be the passed JointEdge3D.

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 (smaller)

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(t)

Parameters

Return

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

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.

GetJoint()

This action returns the joint (Joint3D) that the joint edge represents.

Example Code

// This is the backend.... Will fill in these examples later.
    package Libraries.Game.Physics.Joints
    use Libraries.Interface.Item3D
    Item3D item1
    Item3D item2

Return

Libraries.Game.Physics.Joints.Joint3D:

GetNext()

This action returns the next joint edge (JointEdge3D) in the joint graph.

Example Code

// This is the backend.... Will fill in these examples later.
    package Libraries.Game.Physics.Joints
    use Libraries.Interface.Item3D
    Item3D item1
    Item3D item2

Return

Libraries.Game.Physics.Joints.JointEdge3D:

GetOther()

This action returns the other Item3D that the joint edge connects to.

Example Code

// This is the backend.... Will fill in these examples later.
    package Libraries.Game.Physics.Joints
    use Libraries.Interface.Item3D
    Item3D item1
    Item3D item2

Return

Libraries.Interface.Item3D:

GetPrevious()

This action returns the previous joint edge (JointEdge3D) in the joint graph.

Example Code

// This is the backend.... Will fill in these examples later.
    package Libraries.Game.Physics.Joints
    use Libraries.Interface.Item3D
    Item3D item1
    Item3D item2

Return

Libraries.Game.Physics.Joints.JointEdge3D:

SetJoint(Libraries.Game.Physics.Joints.Joint3D newJoint)

This action sets the next joint edge to be the passed Joint3D.

Example Code

// This is the backend.... Will fill in these examples later.
    package Libraries.Game.Physics.Joints
    use Libraries.Interface.Item3D
    Item3D item1
    Item3D item2

Parameters

SetNext(Libraries.Game.Physics.Joints.JointEdge3D newNext)

This action sets the next joint edge in the joint graph to be the passed JointEdge3D.

Example Code

// This is the backend.... Will fill in these examples later.
    package Libraries.Game.Physics.Joints
    use Libraries.Interface.Item3D
    Item3D item1
    Item3D item2

Parameters

SetOther(Libraries.Interface.Item3D newOther)

This action sets other, the other Item3D that the joint connects, to be the passed Joint3D.

Example Code

// This is the backend.... Will fill in these examples later.
    package Libraries.Game.Physics.Joints
    use Libraries.Interface.Item3D
    Item3D item1
    Item3D item2

Parameters

SetPrevious(Libraries.Game.Physics.Joints.JointEdge3D newPrevious)

This action sets the previous joint edge in the joint graph to be the passed JointEdge3D.

Example Code

// This is the backend.... Will fill in these examples later.
    package Libraries.Game.Physics.Joints
    use Libraries.Interface.Item3D
    Item3D item1
    Item3D item2

Parameters