class HingeJoint

in global :: Sandbox

Create a hinged connection between two physics objects. Like a door hinge or a wheel.


public float MinAngle { get; set; }

Minimum angle it should be allowed to go

public float MaxAngle { get; set; }

Maximum angle it should be allowed to go

public HingeJoint.MotorMode Motor { get; set; }

Motor mode

public float Friction { get; set; }

Hinge friction

public float TargetAngle { get; set; }

Target angle of motor

public float Frequency { get; set; }

Frequency of motor

public float DampingRatio { get; set; }

Damping of motor

public float TargetVelocity { get; set; }

Target velocity of motor

public float MaxTorque { get; set; }

Max torque of motor

public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )

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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponents( bool includeDisabled = False )

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public T GetComponent( bool includeDisabled = False )

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public T GetOrAddComponent( bool startEnabled = True )

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public T AddComponent( bool startEnabled = True )

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public Guid Id { get; }

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public DebugOverlaySystem DebugOverlay { get; }

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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )

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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )

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public void EditLog( string name, object source )

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public void Reset( )

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public void DestroyGameObject( )

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public ComponentFlags Flags { get; set; }

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public ITagSet Tags { get; }

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public Action OnComponentDestroy { get; set; }

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public Vector3 LocalScale { get; set; }

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public bool Equals( object obj )

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public string ToString( )

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public Type GetType( )

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public Vector3 WorldScale { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldPosition { get; set; }

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public Transform LocalTransform { get; set; }

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public Transform WorldTransform { get; set; }

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public void Deserialize( JsonObject node )

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public JsonNode Serialize( GameObject.SerializeOptions options = null )

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public bool IsProxy { get; }

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public GameObject.NetworkAccessor Network { get; }

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public void Destroy( )

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public Rotation LocalRotation { get; set; }

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public void DeserializeImmediately( JsonObject node )

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public Vector3 LocalPosition { get; set; }

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public HingeJoint( )

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public float AngularStress { get; }

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public Action OnBreak { get; set; }

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public float BreakTorque { get; set; }

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public float BreakForce { get; set; }

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public bool StartBroken { get; set; }

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public bool EnableCollision { get; set; }

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public GameObject Body { get; set; }

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public float LinearStress { get; }

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public Transform LocalFrame2 { get; set; }

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public Joint.AttachmentMode Attachment { get; set; }

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public int ComponentVersion { get; }

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public Vector3 Axis { get; }

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public float Speed { get; }

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public float Angle { get; }

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public float Fequency { get; set; }

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public Transform LocalFrame1 { get; set; }

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public Action OnComponentEnabled { get; set; }

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public bool IsBroken { get; }

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public Action OnComponentFixedUpdate { get; set; }

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public Action OnComponentUpdate { get; set; }

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public Action OnComponentStart { get; set; }

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public int GetHashCode( )

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public bool IsValid { get; }

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public bool Active { get; }

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public bool Enabled { get; set; }

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public ComponentList Components { get; }

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public GameObject GameObject { get; }

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public GameTransform Transform { get; }

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public Scene Scene { get; }

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public void Unbreak( )

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public void Break( )

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public PhysicsPoint Point2 { get; set; }

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public PhysicsPoint Point1 { get; set; }

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public PhysicsBody Body2 { get; }

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public Action OnComponentDisabled { get; set; }

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public PhysicsBody Body1 { get; }

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