Component
Physics
(NOTE) A revolute joint is used to create a wheel or a hinge. This is the 2d version of RevoluteJoint. This joint is used in 2d mode for increased performance and stability. The motor axis is automatically set to the z axis, as that is the only axis objects can rotate about. Also, the translation on the z axis is ignored so that objects can be arbitrarily far apart. Add on definitions: Limit: A limit will provide a min/max angle on the motor axis. Motor: A motor will turn the objects about the motor axis. Spring: A spring will make the motor axis springy at the limits.
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
RevoluteJoint2d : Void
constructor
Name Type Description function RevoluteJoint2d()
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)