class SpringJoint

in global :: Sandbox . Physics

A rope-like constraint that is has springy/bouncy.


public PhysicsSpring SpringLinear { get; set; }

How springy and tight the joint will be

public float MaxLength { get; set; }

Maximum length it should be allowed to go

public float MinLength { get; set; }

Minimum length it should be allowed to go. At which point it acts a bit like a rod.

public float ReferenceMass { get; set; }

You shouldn't really ever need to change this, the default works out what the reference mass should be based on actual physics.

public bool Equals( object obj )

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public int GetHashCode( )

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public float AngularStrength { get; set; }

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public float Strength { get; set; }

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public bool Collisions { get; set; }

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public bool IsActive { get; set; }

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public PhysicsPoint Point2 { get; set; }

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public string ToString( )

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public Type GetType( )

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public PhysicsBody Body1 { get; }

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public PhysicsWorld World { get; }

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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 void Remove( )

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public PhysicsPoint Point1 { get; set; }

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public PhysicsBody Body2 { get; }

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