A good summary of the various joint types can be found here: https://www.iforce2d.net/b2dtut/joints-overview
[RevoluteJoint] Type = revolute; ParentAnchor = [Vector] ChildAnchor = [Vector] Collide = true|false Rotation = [Float] MinRotation = [Float] MaxRotation = [Float] MotorSpeed = [Float] MaxMotorTorque = [Float]
[PrismaticJoint] Type = prismatic; ParentAnchor = [Vector] ChildAnchor = [Vector] Collide = true|false Rotation = [Float] TranslationAxis = [Vector] MinTranslation = [Float] MaxTranslation = [Float] MotorSpeed = [Float] MaxMotorForce = [Float]
[SpringJoint] Type = spring ParentAnchor = [Vector] ChildAnchor = [Vector] Collide = true|false Length = [Float] Frequency = [Float] Damping = [Float]
[RopeJoint] Type = rope ParentAnchor = [Vector] ChildAnchor = [Vector] Collide = true|false Length = [Float]
[PulleyJoint] Type = pulley ParentAnchor = [Vector] ChildAnchor = [Vector] Collide = true|false ParentGroundAnchor = [Vector] ChildGroundAnchor = [Vector] ParentLength = [Float] MaxParentLength = [Float] ChildLength = [Float] MaxChildLength = [Float] LengthRatio = [Float]
[SuspensionJoint] Type = suspension; ParentAnchor = [Vector] ChildAnchor = [Vector] Collide = true|false TranslationAxis = [Vector] MinTranslation = [Float] MaxTranslation = [Float] MotorSpeed = [Float] MaxMotorForce = [Float]
[WeldJoint] Type = weld; ParentAnchor = [Vector] ChildAnchor = [Vector] Collide = true|false Rotation = [Float]
[FrictionJoint] Type = friction; ParentAnchor = [Vector] ChildAnchor = [Vector] Collide = true|false MaxForce = [Float] MaxTorque = [Float]
[GearJoint] Type = gear ParentAnchor = [Vector] ChildAnchor = [Vector] Collide = true|false ParentJoint = [String] ChildJoint = [String] JointRatio = [Float]
Here's a list of common properties for the joints. Note that not all of the joins support these properties.
Type
: Defines the type of the joint. Available types are: revolute, prismatic, spring, rope, pulley, suspension, weld, friction and gear.ParentAnchor
: The position the parent object is joined at, defined in local parent's space.ChildAnchor
: The position the child object is joined at, defined in local child's space.Collide
: Defines if collision between parent and child object is allowed.Rotation
: Default rotation between parent and child bodies, in degrees. If none is provided, the current rotation difference between both bodies will be used.MotorSpeed
: Only used if MaxMotorTorque is also defined. In degrees / seconds.MaxMotorTorque
: Only used if MotorSpeed is also defined.MinRotation
: Only used if MaxRotation is also defined.MaxRotation
: Only used if MinRotation is also defined.TranslationAxis
: Should be normalized.MinTranslation
: In meters, only used if MaxTranslation is also defined.MaxTranslation
: In meters, only used if MinTranslation is also defined.Length
: In meters. If not defined, the current distance between parent and child bodies will be used.Frequency
: In hertz.Damping
: Between 0 (min) and 1 (max)Length
: In meters. If not defined, the current distance between parent and child bodies will be used.ParentGroundAnchor
ChildGroundAnchor
ParentLength
: In meters. If not defined, the current distance between parent and its ground anchor will be used;MaxParentLength
: In meters. If not defined ParentLength + LengthRatio * ChildLength will be used;ChildLength
: In meters. If not defined, the current distance between child and its ground anchor will be used;MaxChildLength
: In meters. If not defined ParentLength + LengthRatio * ChildLength will be used;LengthRatio
TranslationAxis
: Should be normalized;MinTranslation
: In meters; Only used if MaxTranslation is also defined;MaxTranslation
: In meters; Only used if MinTranslation is also defined;Does not have any properties except those defined in the summary.
Collide = true|false
: Allows collision between joint's parent and child bodies. Defaults to false;MaxForce
:MaxTorque
:ParentJoint
: Should be a revolute or prismatic joint already existing on the parent.ChildJoint
: Should be a revolute or prismatic joint already existing on the child.JointRatio
We endeavor to keep the config properties on this page up to date as often as possible. For up to the minute config information for the latest version of Orx, check the most recent published at:
Additionally these files can be found under your orx source tree in the orx/code/bin
folder.