Component
Physics
(NOTE) Represents a ball and socket joint. A position joint constrains the two anchor points on each object to be equal. Limits, motors, and springs typically should not be used. Add on definitions: Limit: A limit will provide a min/max translation on every axis (x,y,z) that the objects must be between. Motor: A motor will attempt to drive the translation in the positive direction on every axis. Spring: A spring will make the translation on every axis springy at the bounds.
Methods | Properties | Base Classes | Derived Classes |
---|---|---|---|
Constructor | LocalPointA | joint | |
SetWorldPoints | LocalPointB | ||
WorldPointA | |||
WorldPointB |
Properties
LocalPointA : real3
The local point of the anchor on object A .
var LocalPointA : Real3
LocalPointB : real3
The local point of the anchor on object B .
var LocalPointB : Real3
WorldPointA : real3
The position of the anchor on object A given a position in world space
var WorldPointA : Real3
WorldPointB : real3
The position of the anchor on object B given a position in world space
var WorldPointB : Real3
Methods
PositionJoint : Void
constructor
Name Type Description function PositionJoint()
SetWorldPoints : Void
Sets the position of the anchor on object A and B given a position in world space |Name|Type|Description| |---|---|---| |point|real3| |
function SetWorldPoints(point : Real3)