All pages
Powered by GitBook
1 of 1

Loading...

SHingeJoint

Index

Properties Index

Property Name

Properties

ConnectedBody

ConnectedBody get set

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

Axis

Axis get set

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

Anchor

Anchor get set

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

ConnectedAnchor

ConnectedAnchor get set

Manual configuration of the connected anchor position.

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.

BreakForce

float BreakForce get set

Apply the force to break the joint.

BreakTorque

float BreakTorque get set

Apply the torque to break the joint.

EnableCollision

bool EnableCollision get set

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

EnablePreprocessing

bool EnablePreprocessing get set

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

CurrentForce

CurrentForce get

The force applied by the solver to satisfy all constraints.

CurrentTorque

CurrentTorque get

The torque applied by the solver to satisfy all constraints.

MassScale

float MassScale get set

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

ConnectedMassScale

float ConnectedMassScale get set

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

Motor

Motor get set

The motor makes the object spin around.

Limits

Limits get set

The motor makes the object spin around.

Spring

Spring get set

The motor makes the object spin around.

UseMotor

bool UseMotor get set

The motor makes the object spin around.

UseLimits

bool UseLimits get set

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

UseSpring

bool UseSpring get set

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

Velocity

float Velocity get

The angular velocity of the joint in degrees per second.

Angle

float Angle get

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

GameObject

GameObject get

Property Description

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

SRigidbody ConnectedBody get set

SVector Axis get set

SVector Anchor get set

SVector ConnectedAnchor get set

bool AutoConfigureConnectedAnchor get set

float BreakForce get set

float BreakTorque get set

bool EnableCollision get set

bool EnablePreprocessing get set

SVector CurrentForce get

SVector CurrentTorque get

SRigidbody
SVector
SVector
SVector
SVector
SVector
SJointMotor
SJointLimits
SJointSpring
SGameObject

float get set

connectedRigidBody = Space.Host.ExecutingObject.HingeJoint.ConnectedBody
Space.Host.ExecutingObject.HingeJoint.Axis = Vector.New(0,1,0)
Space.Host.ExecutingObject.HingeJoint.Anchor = Vector.New(0, 0.5 , 0)
Space.Host.ExecutingObject.HingeJoint.ConnectedAnchor = Vector.New(1,1,1)
Space.Host.ExecutingObject.HingeJoint.AutoConfigureConnectedAnchor = false
Space.Host.ExecutingObject.HingeJoint.BreakForce = 20
Space.Host.ExecutingObject.HingeJoint.BreakTorque = 1
Space.Host.ExecutingObject.HingeJoint.EnableCollision = true
Space.Host.ExecutingObject.HingeJoint.EnablePreprocessing = true
vectorForce = Space.Host.ExecutingObject.HingeJoint.CurrentForce
vectorTorque = Space.Host.ExecutingObject.HingeJoint.CurrentTorque
Space.Host.ExecutingObject.HingeJoint.MassScale = 2
Space.Host.ExecutingObject.HingeJoint.ConnectedMassScale = 2
jointMotor = Space.Host.ExecutingObject.HingeJoint.Motor 
jointLimits = Space.Host.ExecutingObject.HingeJoint.Limits
jointSpring = Space.Host.ExecutingObject.HingeJoint.Spring
Space.Host.ExecutingObject.HingeJoint.UseMotor = true
Space.Host.ExecutingObject.HingeJoint.UseLimits = true
Space.Host.ExecutingObject.HingeJoint.UseSpring = true
floatVelocity = Space.Host.ExecutingObject.HingeJoint.Velocity
floatAngle = Space.Host.ExecutingObject.HingeJoint.Angle
theGameObject = Space.Host.ExecutingObject.HingeJoint.GameObject
MassScale
ConnectedMassScale
Motor
Limits
Spring
UseMotor
UseLimits
UseSpring
Velocity
Angle
GameObject