Table of Contents

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()