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.ConnectedBodyAxis
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 = falseBreakForce
float BreakForce get set
Apply the force to break the joint.
Space.Host.ExecutingObject.HingeJoint.BreakForce = 20BreakTorque
float BreakTorque get set
Apply the torque to break the joint.
Space.Host.ExecutingObject.HingeJoint.BreakTorque = 1EnableCollision
bool EnableCollision get set
When checked, this enables collisions between bodies connected with a joint.
Space.Host.ExecutingObject.HingeJoint.EnableCollision = trueEnablePreprocessing
bool EnablePreprocessing get set
Disabling preprocessing helps to stabilize impossible-to-fulfil configurations.
Space.Host.ExecutingObject.HingeJoint.EnablePreprocessing = trueCurrentForce
SVector CurrentForce get
The force applied by the solver to satisfy all constraints.
vectorForce = Space.Host.ExecutingObject.HingeJoint.CurrentForceCurrentTorque
SVector CurrentTorque get
The torque applied by the solver to satisfy all constraints.
vectorTorque = Space.Host.ExecutingObject.HingeJoint.CurrentTorqueMassScale
float MassScale get set
The scale to apply to the inverse mass and inertia tensor of the body
Space.Host.ExecutingObject.HingeJoint.MassScale = 2ConnectedMassScale
float ConnectedMassScale get set
The scale to apply to the inverse mass and inertia tensor of the connected body
Space.Host.ExecutingObject.HingeJoint.ConnectedMassScale = 2Motor
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.LimitsSpring
SJointSpring Spring get set
The motor makes the object spin around.
jointSpring = Space.Host.ExecutingObject.HingeJoint.SpringUseMotor
bool UseMotor get set
The motor makes the object spin around.
Space.Host.ExecutingObject.HingeJoint.UseMotor = trueUseLimits
bool UseLimits get set
If enabled, the angle of the hinge will be restricted within the Min & Max values.
Space.Host.ExecutingObject.HingeJoint.UseLimits = trueUseSpring
bool UseSpring get set
Spring makes the Rigidbody reach for a specific angle compared to its connected body.
Space.Host.ExecutingObject.HingeJoint.UseSpring = trueVelocity
float Velocity get
The angular velocity of the joint in degrees per second.
floatVelocity = Space.Host.ExecutingObject.HingeJoint.VelocityAngle
float Angle get
The current angle in degrees of the joint relative to its rest position.
floatAngle = Space.Host.ExecutingObject.HingeJoint.AngleGameObject
SGameObject GameObject get
Property Description
theGameObject = Space.Host.ExecutingObject.HingeJoint.GameObject