Skip to main content

Bolt

A bolt keeps 2 objects together, and prevents all relative movement or rotation between them. If you instead want a wobbly connection, use Fixed Joints.

You can add these with Scene's add_bolt, but you are recommended to instead use the core bolt function.

If you use add_bolt, you'll connect objects, but without a visible bolt attachment the user can remove. For example, the built-in Brush Tool creates brush strokes made of many capsule objects. If you select the result, you won't see any bolts, even invisible ones. Conversely, if you select a Simulon, you'll see some invisible attachments for its spring, bolt, and hinge.

So, if you want to add a visible bolt the user can remove (even if you want it to be invisible), use core's bolt. Otherwise, you can use add_bolt.

The below functions concern returned bolt joints from add_bolt, not core's bolt.

Fields


.id

Identifier for the bolt. Is a number.

Functions

note

Make sure to use :function() and not .function(), or you'll get an error


:destroy()

Destroys the bolt.


:is_destroyed()

Returns whether or not the bolt still exists.


:get_object_a()

Gets the first object the bolt is attached to. Can be nil if the bolt is connected to the world on that end.


:get_object_b()

Gets the second object the bolt is attached to. Can be nil if the bolt is connected to the world on that end.


:get_reference_angle()

Difference in angle between the two


:get_attachment()

Returns the attachment of the bolt as a Attachment. Can be nil.


:get_type()

Returns "bolt". Mainly used after object:get_joints() to determine what type of joint it is.