Defines a connection between a 2D Physics Body and an anchor, according to velocity and/or position constraints. The connected anchor can be a world-space position or another entity with at least a transform component. More...
Public Attributes | |
FPVector2 | Anchor |
The anchor offset, in the local space of the joint entity transform. This is the point considered for the joint constraints and where the joint forces are applied. More... | |
FPVector2 | ConnectedAnchor |
If the joint has a ConnectedEntity, this represents the anchor offset relative to it, in local space. Else, this is the position in world space considered as target anchor. More... | |
EntityRef | ConnectedEntity |
A target entity that this joint might be connected to. If set to EntityRef.None, the ConnectedAnchor represents the target anchor position in world space. The connected entity must have at least a Transform2D component. If it also has a non-kinematic PhysicsBody2D, joint forces are also computed and applied to it. More... | |
DistanceJoint | DistanceJoint |
Type-specific settings of a joint of type JointType.DistanceJoint. More... | |
HingeJoint | HingeJoint |
Type-specific settings of a joint of type JointType.HingeJoint. More... | |
SpringJoint | SpringJoint |
Type-specific settings of a joint of type JointType.SpringJoint. More... | |
int | UserTag |
A numerical tag that can be used to identify a joint or a group of joints. More... | |
Properties | |
bool? | Enabled [get, set] |
If the constraints of this joint should be considered and resolved by the 2D Physics Engine. More... | |
JointType | Type [get] |
The type of this joint, indicating which type-specific settings should be accessed. More... | |
Defines a connection between a 2D Physics Body and an anchor, according to velocity and/or position constraints. The connected anchor can be a world-space position or another entity with at least a transform component.
int Quantum.Physics2D.Joint.UserTag |
A numerical tag that can be used to identify a joint or a group of joints.
FPVector2 Quantum.Physics2D.Joint.Anchor |
The anchor offset, in the local space of the joint entity transform. This is the point considered for the joint constraints and where the joint forces are applied.
FPVector2 Quantum.Physics2D.Joint.ConnectedAnchor |
If the joint has a ConnectedEntity, this represents the anchor offset relative to it, in local space. Else, this is the position in world space considered as target anchor.
EntityRef Quantum.Physics2D.Joint.ConnectedEntity |
A target entity that this joint might be connected to. If set to EntityRef.None, the ConnectedAnchor represents the target anchor position in world space. The connected entity must have at least a Transform2D component. If it also has a non-kinematic PhysicsBody2D, joint forces are also computed and applied to it.
SpringJoint Quantum.Physics2D.Joint.SpringJoint |
Type-specific settings of a joint of type JointType.SpringJoint.
Different types of joints have their fields overlapping in memory. Thus, settings of a type different than this joint's Type might have fields with unexpected values.
DistanceJoint Quantum.Physics2D.Joint.DistanceJoint |
Type-specific settings of a joint of type JointType.DistanceJoint.
Different types of joints have their fields overlapping in memory. Thus, settings of a type different than this joint's Type might have fields with unexpected values.
HingeJoint Quantum.Physics2D.Joint.HingeJoint |
Type-specific settings of a joint of type JointType.HingeJoint.
Different types of joints have their fields overlapping in memory. Thus, settings of a type different than this joint's Type might have fields with unexpected values.
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get |
The type of this joint, indicating which type-specific settings should be accessed.
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getset |
If the constraints of this joint should be considered and resolved by the 2D Physics Engine.