Libraries.Game.Physics.Joints.RopeJoint2D Documentation
This action records a joint that sets a fixed distance between two objects. The two objects are not allowed to oscillate relative to each other but a straight rope can become a curved rope with the rope maximum length not changed.
Inherits from: Libraries.Language.Object, Libraries.Game.Physics.Joints.Joint2D
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)
GetAnchorA()
This action returns where the rope will be attached to the first object in global coordinates.
Return
Libraries.Compute.Vector2: where the rope will be attached to the first object in global coordinates.
GetAnchorB()
This action returns where the rope will be attached to the second object in global coordinates.
Return
Libraries.Compute.Vector2: where the rope will be attached to the second object in global coordinates.
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.
GetLocalAnchorA()
This action returns where the rope will be attached to the first object seen from the perspective of the first object.
Return
Libraries.Compute.Vector2: where the rope will be attached to the first object seen from the perspective of the first object.
GetLocalAnchorB()
This action returns where the rope will be attached to the second object seen from the perspective of the second object.
Return
Libraries.Compute.Vector2: where the rope will be attached to the second object seen from the perspective of the second object.
GetMaxLength()
This action returns the maximum length of the rope.
Return
number: the maximum length of the rope.
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 returns the amount of force that is exerted on the two items joined together because of the joint constraints.
Parameters
- number inverseTimeStep: The reciprocal of the inverse of the time step.
Return
Libraries.Compute.Vector2: the reaction force.
GetReactionTorque(number inverseTimeStep)
This action returns 0 for RopeJoint2D because a rope joint will not rotate the objects.
Parameters
- number inverseTimeStep: The reciprocal of the inverse of the time step.
Return
number: the reaction torque.
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.
Initialize(Libraries.Interface.Item2D itemA, Libraries.Interface.Item2D itemB, Libraries.Compute.Vector2 anchorA, Libraries.Compute.Vector2 anchorB, number maxLength)
This action stores the variables passed in inside this RopeJoint2D.
Parameters
- Libraries.Interface.Item2D: The first item joined inside this joint.
- Libraries.Interface.Item2D: The second item joined inside this joint.
- Libraries.Compute.Vector2: The point that the first item will rotate about, but the whole system of objects A and B can move as they please.
- Libraries.Compute.Vector2: The point that the second item will rotate about, but the whole system of objects A and B can move as they please.
- number maxLength: The maximum length of the rope.
InitializeVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
This action sends in velocity constraints to a JointSolverData2D so that a joint solver can solve for the limitations that this joint has exerted on the two objects.
Parameters
- Libraries.Game.Physics.Joints.JointSolverData2D: The JointSolverData2D that we are going to store the velocity constraints to.
SetAnchorA(Libraries.Compute.Vector2 anchor)
This action sets where the rope will be attached to the first object in global coordinates.
Parameters
- Libraries.Compute.Vector2: Where the rope will be attached to the first object in global coordinates.
SetAnchorB(Libraries.Compute.Vector2 anchor)
This action sets where the rope will be attached to the second object in global coordinates.
Parameters
- Libraries.Compute.Vector2: Where the rope will be attached to the second object in global coordinates.
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
- Libraries.Game.Physics.Joints.JointEdge2D: The first JointEdge2D stored inside this Joint2D.s
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
- Libraries.Interface.Item2D: The first 2D item that is joined by this Joint2D.
SetItemB(Libraries.Interface.Item2D item)
This action sets the second 2D item that is joined by this Joint2D.
Parameters
- Libraries.Interface.Item2D: The second 2D item that is joined by this Joint2D.
SetLocalAnchorA(Libraries.Compute.Vector2 localAnchor)
This action sets where the rope will be attached to the first object seen from the perspective of the first object.
Parameters
- Libraries.Compute.Vector2: Where the rope will be attached to the first object seen from the perspective of the first object.
SetLocalAnchorB(Libraries.Compute.Vector2 localAnchor)
This action sets where the rope will be attached to the second object seen from the perspective of the second object.
Parameters
- Libraries.Compute.Vector2: Where the rope will be attached to the second object seen from the perspective of the second object.
SetMaxLength(number maxLength)
This action sets the maximum length of the rope.
Parameters
- number maxLength: The maximum length of the rope.
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
- Libraries.Game.Physics.Joints.Joint2D: The next joint.
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
- Libraries.Game.Physics.Joints.Joint2D: The previous joint.
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 makes sure that the position constraints on the two items are met.
Parameters
- Libraries.Game.Physics.Joints.JointSolverData2D: The JointSolverData2D that we are getting the position constraints from.
Return
boolean: false if the position constraints are not met, true if the solver successfully met the position constraints.
SolveVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
This action makes sure that the velocity constraints on the two items joined together are met.
Parameters
- Libraries.Game.Physics.Joints.JointSolverData2D: The JointSolverData2D that we are getting the velocity constraints from.
On this page
Variables TableAction Documentation- Compare(Libraries.Language.Object object)
- Equals(Libraries.Language.Object object)
- GetAnchorA()
- GetAnchorB()
- GetCollideConnected()
- GetEdgeA()
- GetEdgeB()
- GetHashCode()
- GetItemA()
- GetItemB()
- GetLocalAnchorA()
- GetLocalAnchorB()
- GetMaxLength()
- GetNext()
- GetPrevious()
- GetReactionForce(number inverseTimeStep)
- GetReactionTorque(number inverseTimeStep)
- GetState()
- GetType()
- InCollisionGroup()
- Initialize(Libraries.Interface.Item2D itemA, Libraries.Interface.Item2D itemB, Libraries.Compute.Vector2 anchorA, Libraries.Compute.Vector2 anchorB, number maxLength)
- InitializeVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
- SetAnchorA(Libraries.Compute.Vector2 anchor)
- SetAnchorB(Libraries.Compute.Vector2 anchor)
- SetCollideConnected(boolean collide)
- SetEdgeA(Libraries.Game.Physics.Joints.JointEdge2D edgeA)
- SetEdgeB(Libraries.Game.Physics.Joints.JointEdge2D edgeB)
- SetInCollisionGroup(boolean flag)
- SetItemA(Libraries.Interface.Item2D item)
- SetItemB(Libraries.Interface.Item2D item)
- SetLocalAnchorA(Libraries.Compute.Vector2 localAnchor)
- SetLocalAnchorB(Libraries.Compute.Vector2 localAnchor)
- SetMaxLength(number maxLength)
- SetNext(Libraries.Game.Physics.Joints.Joint2D next)
- SetPrevious(Libraries.Game.Physics.Joints.Joint2D previous)
- SetState(integer newState)
- SetType(integer type)
- SolvePositionConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)
- SolveVelocityConstraints(Libraries.Game.Physics.Joints.JointSolverData2D data)