Table of Contents

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()