class PhysicsJoint

in global :: Sandbox . Physics

A physics constraint.


public PhysicsWorld World { get; }

The this joint belongs to.

public PhysicsBody Body1 { get; }

The source physics body this joint is attached to.

public PhysicsBody Body2 { get; }

The target physics body this joint is constraining.

public PhysicsPoint Point1 { get; set; }

A specific point this joint is attached at on

public PhysicsPoint Point2 { get; set; }

A specific point this joint is attached at on

public bool IsActive { get; set; }

Whether this constraint is active. (i.e. is enabled, is not broken)

public bool Collisions { get; set; }

Enables or disables collisions between the 2 constrained physics bodies.

public float Strength { get; set; }

Strength of the linear constraint. If it takes any more energy than this, it'll break.

public float AngularStrength { get; set; }

Strength of the angular constraint. If it takes any more energy than this, it'll break.

public static FixedJoint CreateFixed( PhysicsPoint a, PhysicsPoint b )

Creates an almost solid constraint between two physics bodies.

public static SpringJoint CreateLength( PhysicsPoint a, PhysicsPoint b, float maxLength )

Creates a constraint like a rope, where it has no minimum length but its max length is restrained.

public static SpringJoint CreateSpring( PhysicsPoint a, PhysicsPoint b, float minLength, float maxLength )

Creates a constraint that will try to stay the same length, like a spring, or a rod.

public static SliderJoint CreateSlider( PhysicsPoint a, PhysicsPoint b, float minLength, float maxLength )

Creates a slider constraint between two physics bodies via s.

public static BallSocketJoint CreateBallSocket( PhysicsBody body1, PhysicsBody body2, Vector3 origin )

Creates a ball socket constraint.

  • body1 The source physics body.
  • body2 The target physics body to constrain to.
  • origin The origin of the hinge in world coordinates. The 2 bodies will rotate around this point.
  • Returns The created ball socket joint.

public static BallSocketJoint CreateBallSocket( PhysicsPoint a, PhysicsPoint b )

Creates a ball socket constraint.

  • a The source physics body.
  • b The target physics body to constrain to.
  • Returns The created ball socket joint.

public int GetHashCode( )

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public bool Equals( object obj )

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public static PulleyJoint CreatePulley( PhysicsBody body1, PhysicsBody body2, Vector3 anchor1, Vector3 ground1, Vector3 anchor2, Vector3 ground2 )

😔 No documentation found.

public static SliderJoint CreateSlider( PhysicsBody body1, PhysicsBody body2, Vector3 origin1, Vector3 origin2, Vector3 axis, float minLength, float maxLength )

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public static HingeJoint CreateHinge( PhysicsBody body1, PhysicsBody body2, Vector3 center, Vector3 axis )

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public string ToString( )

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public static HingeJoint CreateHinge( PhysicsPoint a, PhysicsPoint b )

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public Type GetType( )

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public void remove_OnBreak( Action value )

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public void add_OnBreak( Action value )

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public static HingeJoint CreateHinge( PhysicsBody body1, PhysicsBody body2, Transform localFrame1, Transform localFrame2 )

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public void Remove( )

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