SHingeJoint
Index
Properties Index
| Property Name |
|---|
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.
- Lua
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.
- Lua
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.
- Lua
Space.Host.ExecutingObject.HingeJoint.Anchor = Vector.New(0, 0.5 , 0)
ConnectedAnchor
SVector ConnectedAnchor get set
Manual configuration of the connected anchor position.
- Lua
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.
- Lua
Space.Host.ExecutingObject.HingeJoint.AutoConfigureConnectedAnchor = false
BreakForce
float BreakForce get set
Apply the force to break the joint.
- Lua
Space.Host.ExecutingObject.HingeJoint.BreakForce = 20
BreakTorque
float BreakTorque get set
Apply the torque to break the joint.
- Lua
Space.Host.ExecutingObject.HingeJoint.BreakTorque = 1
EnableCollision
bool EnableCollision get set
When checked, this enables collisions between bodies connected with a joint.
- Lua
Space.Host.ExecutingObject.HingeJoint.EnableCollision = true
EnablePreprocessing
bool EnablePreprocessing get set
Disabling preprocessing helps to stabilize impossible-to-fulfil configurations.
- Lua
Space.Host.ExecutingObject.HingeJoint.EnablePreprocessing = true
CurrentForce
SVector CurrentForce get
The force applied by the solver to satisfy all constraints.
- Lua
vectorForce = Space.Host.ExecutingObject.HingeJoint.CurrentForce
CurrentTorque
SVector CurrentTorque get
The torque applied by the solver to satisfy all constraints.
- Lua
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
- Lua
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
- Lua
Space.Host.ExecutingObject.HingeJoint.ConnectedMassScale = 2
Motor
SJointMotor Motor get set
The motor makes the object spin around.
- Lua
jointMotor = Space.Host.ExecutingObject.HingeJoint.Motor
Limits
SJointLimits Limits get set
The motor makes the object spin around.
- Lua
jointLimits = Space.Host.ExecutingObject.HingeJoint.Limits
Spring
SJointSpring Spring get set
The motor makes the object spin around.
- Lua
jointSpring = Space.Host.ExecutingObject.HingeJoint.Spring
UseMotor
bool UseMotor get set
The motor makes the object spin around.
- Lua
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.
- Lua
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.
- Lua
Space.Host.ExecutingObject.HingeJoint.UseSpring = true
Velocity
float Velocity get
The angular velocity of the joint in degrees per second.
- Lua
floatVelocity = Space.Host.ExecutingObject.HingeJoint.Velocity
Angle
float Angle get
The current angle in degrees of the joint relative to its rest position.
- Lua
floatAngle = Space.Host.ExecutingObject.HingeJoint.Angle
GameObject
SGameObject GameObject get
Property Description
- Lua
theGameObject = Space.Host.ExecutingObject.HingeJoint.GameObject