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On this page
  • Index
  • Properties Index
  • Properties
  • ConnectedBody
  • Axis
  • Anchor
  • ConnectedAnchor
  • AutoConfigureConnectedAnchor
  • BreakForce
  • BreakTorque
  • EnableCollision
  • EnablePreprocessing
  • CurrentForce
  • CurrentTorque
  • MassScale
  • ConnectedMassScale
  • Motor
  • Limits
  • Spring
  • UseMotor
  • UseLimits
  • UseSpring
  • Velocity
  • Angle
  • GameObject

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  1. Client Scripting
  2. Components

SHingeJoint

Index

Properties Index

Property Name

Properties

ConnectedBody

Set joint to a rigidbody. If not set, the joint connects to the world.

connectedRigidBody = Space.Host.ExecutingObject.HingeJoint.ConnectedBody

Axis

The direction of the axis around which the body swings. The direction is defined in local space.

Space.Host.ExecutingObject.HingeJoint.Axis = Vector.New(0,1,0)

Anchor

The position of the axis around which the body swings. The position is defined in local space.

Space.Host.ExecutingObject.HingeJoint.Anchor = Vector.New(0, 0.5 , 0)

ConnectedAnchor

Manual configuration of the connected anchor position.

Space.Host.ExecutingObject.HingeJoint.ConnectedAnchor = Vector.New(1,1,1)

AutoConfigureConnectedAnchor

bool AutoConfigureConnectedAnchor get set

If this is enabled, then the Connected Anchor position will be calculated automatically to match the global position of the anchor property. This is the default behavior. If this is disabled, you can configure the position of the connected anchor manually.

Space.Host.ExecutingObject.HingeJoint.AutoConfigureConnectedAnchor = false

BreakForce

float BreakForce get set

Apply the force to break the joint.

Space.Host.ExecutingObject.HingeJoint.BreakForce = 20

BreakTorque

float BreakTorque get set

Apply the torque to break the joint.

Space.Host.ExecutingObject.HingeJoint.BreakTorque = 1

EnableCollision

bool EnableCollision get set

When checked, this enables collisions between bodies connected with a joint.

Space.Host.ExecutingObject.HingeJoint.EnableCollision = true

EnablePreprocessing

bool EnablePreprocessing get set

Disabling preprocessing helps to stabilize impossible-to-fulfil configurations.

Space.Host.ExecutingObject.HingeJoint.EnablePreprocessing = true

CurrentForce

The force applied by the solver to satisfy all constraints.

vectorForce = Space.Host.ExecutingObject.HingeJoint.CurrentForce

CurrentTorque

The torque applied by the solver to satisfy all constraints.

vectorTorque = Space.Host.ExecutingObject.HingeJoint.CurrentTorque

MassScale

float MassScale get set

The scale to apply to the inverse mass and inertia tensor of the body

Space.Host.ExecutingObject.HingeJoint.MassScale = 2

ConnectedMassScale

float ConnectedMassScale get set

The scale to apply to the inverse mass and inertia tensor of the connected body

Space.Host.ExecutingObject.HingeJoint.ConnectedMassScale = 2

Motor

The motor makes the object spin around.

jointMotor = Space.Host.ExecutingObject.HingeJoint.Motor 

Limits

The motor makes the object spin around.

jointLimits = Space.Host.ExecutingObject.HingeJoint.Limits

Spring

The motor makes the object spin around.

jointSpring = Space.Host.ExecutingObject.HingeJoint.Spring

UseMotor

bool UseMotor get set

The motor makes the object spin around.

Space.Host.ExecutingObject.HingeJoint.UseMotor = true

UseLimits

bool UseLimits get set

If enabled, the angle of the hinge will be restricted within the Min & Max values.

Space.Host.ExecutingObject.HingeJoint.UseLimits = true

UseSpring

bool UseSpring get set

Spring makes the Rigidbody reach for a specific angle compared to its connected body.

Space.Host.ExecutingObject.HingeJoint.UseSpring = true

Velocity

float Velocity get

The angular velocity of the joint in degrees per second.

floatVelocity = Space.Host.ExecutingObject.HingeJoint.Velocity

Angle

float Angle get

The current angle in degrees of the joint relative to its rest position.

floatAngle = Space.Host.ExecutingObject.HingeJoint.Angle

GameObject

Property Description

theGameObject = Space.Host.ExecutingObject.HingeJoint.GameObject
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Last updated 2 years ago

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SRigidbody get set

SVector get set

SVector get set

SVector get set

bool get set

float get set

float get set

bool get set

bool get set

SVector get

SVector get

float get set

float get set

SJointMotor get set

SJointLimits get set

SJointSpring get set

bool get set

bool get set

bool get set

float get

float get

SGameObject get

ConnectedBody get set

Axis get set

Anchor get set

ConnectedAnchor get set

CurrentForce get

CurrentTorque get

Motor get set

Limits get set

Spring get set

GameObject get

SRigidbody
SVector
SVector
SVector
SVector
SVector
SJointMotor
SJointLimits
SJointSpring
SGameObject
ConnectedBody
Axis
Anchor
ConnectedAnchor
AutoConfigureConnectedAnchor
BreakForce
BreakTorque
EnableCollision
EnablePreprocessing
CurrentForce
CurrentTorque
MassScale
ConnectedMassScale
Motor
Limits
Spring
UseMotor
UseLimits
UseSpring
Velocity
Angle
GameObject