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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