Libraries.Game.Physics.Joints.JointSolverData2D Documentation
This class stores values about the two items that are joined together to send to the joint solver.
Inherits from: Libraries.Language.Object
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)
GetAngles()
This action returns all of the angles between one object and the other joined by this joint.
Return
Libraries.Containers.Array: an array that contains all of the angles between one object and the other joined by this joint.
GetAngularVelocities()
This action gets all of the angular velocities of the joint.
Return
Libraries.Containers.Array: an array that contains all of the angular velocities of the joint.
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()
GetLinearVelocities()
This action returns all of the linear velocities of the joint.
Return
Libraries.Containers.Array: an array that contains all of the linear velocities of the joint.
GetPositions()
This action returns all of the positions that this joint should be at.
Return
Libraries.Containers.Array: an array with all of the positions that this joint should be at.
GetTimeStep()
This action returns the fraction of a physics step that we should update the physics calculation. Time is between 0 and 1.
Return
Libraries.Game.Physics.TimeStep: the fraction of a physics step that we should update the physics calculation.
SetAngle(number angle, integer index)
This action sets one angle between one object and the other joined by this joint.
Parameters
- number angle: The angle between the two objects.
- integer index: The object that you want to set, 0 for object A, 1 for object B
SetAngles(Libraries.Containers.Array<number> targetAngles)
This action sets all of the angles between one object and the other joined by this joint.
Parameters
- Libraries.Containers.Array: An array that contains all of the angles between one object and the other joined by this joint.
SetAngularVelocities(Libraries.Containers.Array<number> velocities)
This action sets all of the angular velocities of the joint.
Parameters
- Libraries.Containers.Array: An array that contains all of the angular velocities of the joint.
SetAngularVelocity(number angularVelocity, integer index)
This action sets one angular velocity of the joint.
Parameters
- number angularVelocity: The angular velocity.
- integer index: The object that you want to set, 0 for object A, 1 for object B
SetLinearVelocities(Libraries.Containers.Array<Libraries.Compute.Vector2> velocities)
This action sets all of the linear velocities of the joint.
Parameters
- Libraries.Containers.Array: The array that contains all of the linear velocities of the joint.
SetLinearVelocity(Libraries.Compute.Vector2 linearVelocity, integer index)
This action sets one linear velocity of the joint.
Parameters
- Libraries.Compute.Vector2: The linear velocity that you want to set.
- integer index: The object that you want to set, 0 for object A, 1 for object B
SetPosition(Libraries.Compute.Vector2 position, integer index)
This action sets a positions that this joint should be at.
Parameters
- Libraries.Compute.Vector2: The position desired.
- integer index: The object that you want to set, 0 for object A, 1 for object B
SetPositions(Libraries.Containers.Array<Libraries.Compute.Vector2> targetPositions)
This action sets all of the positions that this joint should be at.
Parameters
SetTimeStep(Libraries.Game.Physics.TimeStep timeStep)
This action sets the fraction of a physics step that we should update the physics calculation. Time is between 0 and 1.
Parameters
- Libraries.Game.Physics.TimeStep: The fraction of a physics step that we should update the physics calculation.
On this page
Variables TableAction Documentation- Compare(Libraries.Language.Object object)
- Equals(Libraries.Language.Object object)
- GetAngles()
- GetAngularVelocities()
- GetHashCode()
- GetLinearVelocities()
- GetPositions()
- GetTimeStep()
- SetAngle(number angle, integer index)
- SetAngles(Libraries.Containers.Array
targetAngles) - SetAngularVelocities(Libraries.Containers.Array
velocities) - SetAngularVelocity(number angularVelocity, integer index)
- SetLinearVelocities(Libraries.Containers.Array
velocities) - SetLinearVelocity(Libraries.Compute.Vector2 linearVelocity, integer index)
- SetPosition(Libraries.Compute.Vector2 position, integer index)
- SetPositions(Libraries.Containers.Array
targetPositions) - SetTimeStep(Libraries.Game.Physics.TimeStep timeStep)