Difference between revisions of "DistanceJoint"

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== Supertypes ==
 
[[Joint]]
 
 
== See Also ==
 
== See Also ==
* [[parent::love.physics]]
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* [[parent::Joint]]
 
* [[love.physics.newDistanceJoint]]
 
* [[love.physics.newDistanceJoint]]
 
[[Category:Types]]
 
[[Category:Types]]
 
{{#set:Description=Keeps two bodies at the same distance.}}
 
{{#set:Description=Keeps two bodies at the same distance.}}

Revision as of 11:14, 16 October 2010

Keeps two bodies at the same distance.

Functions

DistanceJointKeeps two bodies at the same distance.
DistanceJoint:getDampingGets the damping ratio.
DistanceJoint:getDampingRatioGets the damping ratio.
DistanceJoint:getFrequencyGets the response speed.
DistanceJoint:getLengthGets the equilibrium distance between the two Bodies.
DistanceJoint:setDampingSets the damping ratio.
DistanceJoint:setDampingRatioSets the damping ratio.
DistanceJoint:setFrequencySets the response speed.
DistanceJoint:setLengthSets the equilibrium distance between the two Bodies.
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.
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.

See Also