Component
Physics
(NOTE) A weld joint is used to lock the position and orientation of two objects together. Welds should generally not be used to make two objects rigid as they are computationally more expensive and less rigid than using composites. The primary uses for welds are for quick connections or connections that are desired to not be fully rigid. Also, while it can be done with composites too, welds can be used to model object breaking beyond some max force. Limits, motors and springs should most likely not be used on this. Add on definitions: Limit: A limit will provide a min/max translation on the x, y, and z axes. Motor: A motor will attempt to drive the rotation on the x, y, and z axes. Spring: A spring will make the x, y, and z axis springy.
Methods | Properties | Base Classes | Derived Classes |
---|---|---|---|
SetWorldPoints | LocalBasisA | joint | |
Constructor | LocalBasisB | ||
LocalPointA | |||
LocalPointB | |||
WorldPointA | |||
WorldPointB |
Properties
LocalBasisA : quaternion
The local space reference frame of object A . This frame is transformed to world space and then aligned with object B s frame .
var LocalBasisA : Quaternion
LocalBasisB : quaternion
The local space reference frame of object B . This frame is transformed to world space and then aligned with object A s frame .
var LocalBasisB : Quaternion
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)
WeldJoint : Void
constructor
Name Type Description function WeldJoint()