Defines a connection between a 3D 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 | |
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... | |
DistanceJoint3D | DistanceJoint |
Type-specific settings of a joint of type JointType3D.DistanceJoint. More... | |
HingeJoint3D | HingeJoint |
Type-specific settings of a joint of type JointType3D.HingeJoint. More... | |
SpringJoint3D | SpringJoint |
Type-specific settings of a joint of type JointType3D.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 3D Physics Engine. More... | |
JointType3D | Type [get] |
The type of this joint, indicating which type-specific settings should be accessed. More... | |
Defines a connection between a 3D 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.Physics3D.Joint3D.UserTag |
A numerical tag that can be used to identify a joint or a group of joints.
FPVector3 Quantum.Physics3D.Joint3D.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.Joint3D.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.Joint3D.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.
SpringJoint3D Quantum.Physics3D.Joint3D.SpringJoint |
Type-specific settings of a joint of type JointType3D.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.
DistanceJoint3D Quantum.Physics3D.Joint3D.DistanceJoint |
Type-specific settings of a joint of type JointType3D.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.
HingeJoint3D Quantum.Physics3D.Joint3D.HingeJoint |
Type-specific settings of a joint of type JointType3D.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 3D Physics Engine.