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- return {
- tag = 'joints',
- summary = 'Create a new BallJoint.',
- description = 'Creates a new BallJoint.',
- arguments = {
- colliderA = {
- type = 'Collider',
- description = 'The first collider to attach the Joint to.'
- },
- colliderB = {
- type = 'Collider',
- description = 'The second collider to attach the Joint to.'
- },
- x = {
- type = 'number',
- description = 'The x position of the joint anchor point, in world coordinates.'
- },
- y = {
- type = 'number',
- description = 'The y position of the joint anchor point, in world coordinates.'
- },
- z = {
- type = 'number',
- description = 'The z position of the joint anchor point, in world coordinates.'
- },
- anchor = {
- type = 'Vec3',
- description = 'The joint anchor point, in world coordinates.'
- }
- },
- returns = {
- ball = {
- type = 'BallJoint',
- description = 'The new BallJoint.'
- }
- },
- variants = {
- {
- arguments = { 'colliderA', 'colliderB', 'x', 'y', 'z' },
- returns = { 'ball' }
- },
- {
- arguments = { 'colliderA', 'colliderB', 'anchor' },
- returns = { 'ball' }
- }
- },
- notes = [[
- A ball joint is like a ball and socket between the two colliders. It tries to keep the distance
- between the colliders and the anchor position the same, but does not constrain the angle between
- them.
- ]],
- related = {
- 'lovr.physics.newDistanceJoint',
- 'lovr.physics.newHingeJoint',
- 'lovr.physics.newSliderJoint'
- }
- }
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