Table of Contents

Component Physics

(NOTE) A universal joint locks positional movement of two points together as well as locking rotation about one axis. This means it is a joint that constrains four axes and leaves two free rotational axes. This joint is most useful to model something like a arm or leg that has a large range of rotational movement.

Methods Properties Base Classes Derived Classes
SetWorldPoints LocalAxis0OfBodyA joint
Constructor LocalAxis0OfBodyB
LocalAxis1OfBodyA
LocalAxis1OfBodyB
LocalPointA
LocalPointB
WorldPointA
WorldPointB

Properties


LocalAxis0OfBodyA : real3

One of the two axes in local space of object A that the objects are allowed to rotate about.

var LocalAxis0OfBodyA : Real3

LocalAxis0OfBodyB : real3

One of the two axes in local space of object B that the objects are allowed to rotate about.

var LocalAxis0OfBodyB : Real3

LocalAxis1OfBodyA : real3

One of the two axes in local space of object A that the objects are allowed to rotate about.

var LocalAxis1OfBodyA : Real3

LocalAxis1OfBodyB : real3

One of the two axes in local space of object B that the objects are allowed to rotate about.

var LocalAxis1OfBodyB : Real3

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)

UniversalJoint : Void

constructor

Name Type Description
function UniversalJoint()