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Classes


Class R.components.physics.BaseMotorJoint


Extends R.components.physics.BaseJoint.
The base motor joint for all joints which can be driven by a motor.
Defined in: basemotorjoint.js.

Class Summary
Constructor Attributes Constructor Name and Description
 
R.components.physics.BaseMotorJoint(name, body1, body2, anchor)
Creates a revolute joint between two physical bodies.
Fields borrowed from class R.components.Base:
TYPE_COLLIDER, TYPE_INPUT, TYPE_LOGIC, TYPE_RENDERING, TYPE_TRANSFORM
Method Summary
Method Attributes Method Name and Description
 
Clear the motor force.
 
Get the class name of this object
 
Get the force which will be applied when the joint is used as a motor.
 
Get the speed of the motor.
 
During simulation, get the reaction force vector of the joint.
 
During simulation, get the reaction torque.
 
Set the force which is applied via the motor, or to resist forces applied to it.
 
Set the speed of the motor applied to the joint.
Methods borrowed from class R.components.physics.BaseJoint:
getBody1, getBody2, getCollideBodies, getJoint, getJointDef, getSimulation, offset, setBody1, setBody2, setCollideBodies, startSimulation, stopSimulation
Methods borrowed from class R.components.Base:
execute, getGameObject, getHostObject, getPriority, getType, getTypeString, release, setGameObject, setHostObject, setPriority
Methods borrowed from class R.engine.BaseObject:
addEvent, addEvents, destroy, getElement, jQ, removeEvent, setElement, triggerEvent, update
Methods borrowed from class R.engine.PooledObject:
clearObjectDataModel, getId, getName, getObjectDataModel, getProperties, isDestroyed, setName, setObjectDataModel, toString, toXML
Class Detail
R.components.physics.BaseMotorJoint(name, body1, body2, anchor)
Creates a revolute joint between two physical bodies.
Parameters:
name
{String} Name of the component
body1
{R.components.physics.BaseBody} The first body for the joint
body2
{R.components.physics.BaseBody} The second body for the joint
anchor
{R.math.Point2D} A point, in world coordinates relative to the two bodies, to use as the joint's anchor point
Method Detail
clearForce()
Clear the motor force.

{String} getClassName()
Get the class name of this object
Returns:
{String} "R.components.physics.BaseMotorJoint"

{Number} getMotorForce()
Get the force which will be applied when the joint is used as a motor.
Returns:
{Number}

{Number} getMotorSpeed()
Get the speed of the motor. During simulation, the value returned is the joint's speed, not the speed set for the motor.
Returns:
{Number}

{R.math.Vector2D} getReactionForce()
During simulation, get the reaction force vector of the joint. Outside of simulation, the vector will be zero.
Returns:
{R.math.Vector2D}

{Number} getReactionTorque()
During simulation, get the reaction torque. Outside of simulation, the torque is zero.
Returns:
{Number}

setMotorForce(force)
Set the force which is applied via the motor, or to resist forces applied to it. You can use this value to simulate joint friction by setting the motor speed to zero and applying a small amount of force. During simulation, the force is applied directly to the joint. In joints where torque is used, the force is applied to the torque instead.
Parameters:
force
{Number} The amount of force to apply

setMotorSpeed(speed)
Set the speed of the motor applied to the joint.
Parameters:
speed
{Number} The speed of the motor

Documentation generated by JsDoc Toolkit 2.4.0 on Mon Mar 18 2013 16:09:16 GMT-0400 (EDT)