Component
Physics
(NOTE) A stick joint is used to simulate a rope or a stick. This joint forces a constant distance between the anchor points on the objects. If there is no limit, this behaves as a stick. If there is a limit, then this behaves as a rope. Motors and springs are also applied to the axis of the rope. Add on definitions: Limit: A limit will provide a min/max distance that the anchors can be between. Motor: A motor will push/pull the objects in the direction of the rope. The motor will not have any effect unless a limit or spring is present. Spring: A spring will make the rope behave spring-like at its boundaries.
Methods | Properties | Base Classes | Derived Classes |
---|---|---|---|
SetWorldPoints | Length | joint | |
Constructor | LocalPointA | ||
LocalPointB | |||
WorldPointA | |||
WorldPointB |
Properties
Length : real
The desired length between the anchor points of object A and B.
var Length : Real
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
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)
StickJoint : Void
constructor
Name Type Description function StickJoint()