SHingeJoint
Index
Properties Index
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
float MassScale get
set
float ConnectedMassScale get
set
SJointMotor Motor get
set
SJointLimits Limits get
set
SJointSpring Spring get
set
bool UseMotor get
set
bool UseLimits get
set
bool UseSpring get
set
float Velocity get
float Angle get
SGameObject GameObject get
Properties
ConnectedBody
SRigidbody ConnectedBody get
set
Set joint to a rigidbody. If not set, the joint connects to the world.
connectedRigidBody = Space.Host.ExecutingObject.HingeJoint.ConnectedBody
Axis
SVector Axis get
set
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
SVector Anchor get
set
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
SVector ConnectedAnchor get
set
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
SVector CurrentForce get
The force applied by the solver to satisfy all constraints.
vectorForce = Space.Host.ExecutingObject.HingeJoint.CurrentForce
CurrentTorque
SVector CurrentTorque get
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
SJointMotor Motor get
set
The motor makes the object spin around.
jointMotor = Space.Host.ExecutingObject.HingeJoint.Motor
Limits
SJointLimits Limits get
set
The motor makes the object spin around.
jointLimits = Space.Host.ExecutingObject.HingeJoint.Limits
Spring
SJointSpring Spring get
set
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
SGameObject GameObject get
Property Description
theGameObject = Space.Host.ExecutingObject.HingeJoint.GameObject