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

Summary

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.
GetAngles()This action returns 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.
GetHashCode()This action gets the hash code for an object.
GetLinearVelocities()This action returns all of the linear velocities of the joint.
GetPositions()This action returns 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.
SetAngle(number angle, integer index)This action sets one angle between one object and the other joined by this joint.
SetAngles(Libraries.Containers.Array<number> targetAngles)This action sets 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.
SetAngularVelocity(number angularVelocity, integer index)This action sets one angular velocity of the joint.
SetLinearVelocities(Libraries.Containers.Array<Libraries.Compute.Vector2> velocities)This action sets all of the linear velocities of the joint.
SetLinearVelocity(Libraries.Compute.Vector2 linearVelocity, integer index)This action sets one linear velocity of the joint.
SetPosition(Libraries.Compute.Vector2 position, integer index)This action sets a positions that this joint should be at.
SetPositions(Libraries.Containers.Array<Libraries.Compute.Vector2> targetPositions)This action sets all of the positions that this joint should be at.
SetTimeStep(Libraries.Game.Physics.TimeStep timeStep)This action sets the fraction of a physics step that we should update the physics calculation.

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.

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.

Example Code

Object o
        integer hash = o:GetHashCode()

Return

integer: The integer hash code of the object.

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

SetAngles(Libraries.Containers.Array<number> targetAngles)

This action sets all of the angles between one object and the other joined by this joint.

Parameters

SetAngularVelocities(Libraries.Containers.Array<number> velocities)

This action sets all of the angular velocities of the joint.

Parameters

SetAngularVelocity(number angularVelocity, integer index)

This action sets one angular velocity of the joint.

Parameters

SetLinearVelocities(Libraries.Containers.Array<Libraries.Compute.Vector2> velocities)

This action sets all of the linear velocities of the joint.

Parameters

SetLinearVelocity(Libraries.Compute.Vector2 linearVelocity, integer index)

This action sets one linear velocity of the joint.

Parameters

SetPosition(Libraries.Compute.Vector2 position, integer index)

This action sets a positions that this joint should be at.

Parameters

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