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

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)

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

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

  • 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

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