A Joint3D that connects a Physics Body to an anchor and attempts to keep them a certain distance apart. The connected anchor can be a world-space position or another entity with at least a transform component. More...
Public Member Functions | |
DistanceJoint3D (FP minDistance, FP maxDistance, EntityRef connectedEntity, FPVector3 anchor, FPVector3 connectedAnchor) | |
Constructs a DistanceJoint3D struct. Use CreateJoint instead to create a Joint3D of type JointType3D.DistanceJoint. More... | |
Static Public Member Functions | |
static Joint3D | CreateJoint (FP minDistance, FP maxDistance, EntityRef connectedEntity=default, FPVector3 anchor=default, FPVector3 connectedAnchor=default) |
Creates a Joint3D of type JointType3D.DistanceJoint. More... | |
Public Attributes | |
FPVector3 | 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... | |
FPVector3 | 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 Transform3D component. If it also has a non-kinematic PhysicsBody3D, joint forces are also computed and applied to it. More... | |
Properties | |
FP | MaxDistance [get, set] |
The maximum distance between the anchor points that the joint will attempt to maintain. If set to FP.UseableMax, allows any distance in the usable range above MinDistance. More... | |
FP | MinDistance [get, set] |
The minimum distance between the anchor points that the joint will attempt to maintain. If set to zero or default, allows any distance below MaxDistance. More... | |
A Joint3D that connects a Physics Body to an anchor and attempts to keep them a certain distance apart. The connected anchor can be a world-space position or another entity with at least a transform component.
|
inline |
Constructs a DistanceJoint3D struct. Use CreateJoint instead to create a Joint3D of type JointType3D.DistanceJoint.
|
inlinestatic |
Creates a Joint3D of type JointType3D.DistanceJoint.
minDistance | The minimum distance between the anchor points that the joint will attempt to maintain. If set to zero or default, allows any distance below MaxDistance. |
maxDistance | The maximum distance between the anchor points that the joint will attempt to maintain. If set to FP.UseableMax, allows any distance in the usable range above MinDistance. |
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 Transform3D component. If it also has a non-kinematic PhysicsBody3D, joint forces are also computed and applied to it. |
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. |
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. |
FPVector3 Quantum.Physics3D.DistanceJoint3D.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.
FPVector3 Quantum.Physics3D.DistanceJoint3D.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.Physics3D.DistanceJoint3D.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 Transform3D component. If it also has a non-kinematic PhysicsBody3D, joint forces are also computed and applied to it.
|
getset |
The minimum distance between the anchor points that the joint will attempt to maintain. If set to zero or default, allows any distance below MaxDistance.
|
getset |
The maximum distance between the anchor points that the joint will attempt to maintain. If set to FP.UseableMax, allows any distance in the usable range above MinDistance.