Difference between revisions of "MouseJoint"

 
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Revision as of 15:54, 14 February 2010


Functions

DistanceJointKeeps two bodies at the same distance.
FrictionJointA FrictionJoint applies friction to a body.
GearJointKeeps bodies together in such a way that they act like gears.
Joint:destroyExplicitly destroys the Joint.
Joint:getAnchorsGet the anchor points of the joint.
Joint:getBodiesGets the bodies that the Joint is attached to.
Joint:getCollideConnectedGets whether the connected Bodies collide.
Joint:getReactionForceReturns the reaction force on the second body.
Joint:getReactionTorqueReturns the reaction torque on the second body.
Joint:getTypeGets a string representing the type.
Joint:getUserDataReturns the Lua value associated with this Joint.
Joint:isDestroyedGets whether the Joint is destroyed.
Joint:setCollideConnectedSets whether the connected Bodies should collide with each other.
Joint:setUserDataAssociates a Lua value with the Joint.
JointTypeDifferent types of joints.
MotorJointControls the relative motion between two Bodies
MouseJointFor controlling objects with the mouse.
MouseJoint:getDampingRatioReturns the damping ratio.
MouseJoint:getFrequencyReturns the frequency.
MouseJoint:getMaxForceGets the highest allowed force.
MouseJoint:getTargetGets the target point.
MouseJoint:setDampingRatioSets a new damping ratio.
MouseJoint:setFrequencySets a new frequency.
MouseJoint:setMaxForceSets the highest allowed force.
MouseJoint:setTargetSets the target point.
PrismaticJointRestricts relative motion between Bodies to one shared axis.
PulleyJointAllows you to simulate bodies connected through pulleys.
RevoluteJointAllow two Bodies to revolve around a shared point.
RopeJointEnforces a maximum distance between two points on two bodies.
WeldJointA WeldJoint essentially glues two bodies together.
WheelJointRestricts a point on the second body to a line on the first body.

Supertypes

Joint

See Also