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Enfusion Script API
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Wrapper over joint simulation. More...
Public Member Functions | |
| proto external void | Destroy () |
| Destroys joint. | |
Public Member Functions inherited from pointer | |
| proto string | ToString () |
Static Public Member Functions | |
| static proto PhysicsHingeJoint | CreateHinge (notnull IEntity ent1, IEntity ent2, vector point1, vector axis1, vector point2, vector axis2, bool disableCollisions, float breakThreshold=-1) |
| Creates hinge joint. | |
| static proto PhysicsHingeJoint | CreateHinge2 (notnull IEntity ent1, IEntity ent2, vector matrix1[4], vector matrix2[4], bool disableCollisions, float breakThreshold=-1) |
| Creates hinge joint. | |
| static proto PhysicsBallSocketJoint | CreateBallSocket (notnull IEntity ent1, IEntity ent2, vector point1, vector point2, bool disableCollisions, float breakThreshold=-1) |
| Creates ball socket joint. | |
| static proto PhysicsFixedJoint | CreateFixed (notnull IEntity ent1, IEntity ent2, vector point1, vector point2, bool disableCollisions, float breakThreshold=-1) |
| Creates fixed joint. | |
| static proto PhysicsConeTwistJoint | CreateConeTwist (notnull IEntity ent1, IEntity ent2, vector matrix1[4], vector matrix2[4], bool disableCollisions, float breakThreshold=-1) |
| Creates cone twist joint. | |
| static proto PhysicsSliderJoint | CreateSlider (notnull IEntity ent1, IEntity ent2, vector matrix1[4], vector matrix2[4], bool disableCollisions, float breakThreshold=-1) |
| Creates slider joint. | |
| static proto Physics6DOFJoint | Create6DOF (notnull IEntity ent1, IEntity ent2, vector matrix1[4], vector matrix2[4], bool disableCollisions, float breakThreshold=-1) |
| Creates 6 DOF joint. | |
| static proto Physics6DOFSpringJoint | Create6DOFSpring (notnull IEntity ent1, IEntity ent2, vector matrix1[4], vector matrix2[4], bool disableCollisions, float breakThreshold=-1) |
| Creates DOF spring joint. | |
Wrapper over joint simulation.
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Creates 6 DOF joint.
Entities must be dynamic objects. Using only ent1 anchors it to the world.
| ent1 | Entity that will be part of the joint, mandatory |
| ent2 | Other entity that will be part of the joint, optional |
| matrix1 | Joint transformation in reference frame of ent1 |
| matrix2 | Joint transformation in reference frame of ent2 |
| disableCollisions | True to disable collisions between connected entities |
| breakThreshold | Maximum impulse to break the joint. Use -1 for unbreakable joint |
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static |
Creates DOF spring joint.
Entities must be dynamic objects. Using only ent1 anchors it to the world.
| ent1 | Entity that will be part of the joint, mandatory |
| ent2 | Other entity that will be part of the joint, optional |
| matrix1 | Joint transformation in reference frame of ent1 |
| matrix2 | Joint transformation in reference frame of ent2 |
| disableCollisions | True to disable collisions between connected entities |
| breakThreshold | Maximum impulse to break the joint. Use -1 for unbreakable joint |
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static |
Creates ball socket joint.
Entities must be dynamic objects. Using only ent1 anchors it to the world.
| ent1 | Entity that will be part of the joint, mandatory |
| ent2 | Other entity that will be part of the joint, optional |
| point1 | Joint position in reference frame of ent1 |
| point2 | Joint position in reference frame of ent2 |
| disableCollisions | True to disable collisions between connected entities |
| breakThreshold | Maximum impulse to break the joint. Use -1 for unbreakable joint |
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static |
Creates cone twist joint.
Entities must be dynamic objects. Using only ent1 anchors it to the world.
| ent1 | Entity that will be part of the joint, mandatory |
| ent2 | Other entity that will be part of the joint, optional |
| matrix1 | Joint transformation in reference frame of ent1 (twist is x-axis, swings are z and y axes) |
| matrix2 | Joint transformation in reference frame of ent2 (twist is x-axis, swings are z and y axes) |
| disableCollisions | True to disable collisions between connected entities |
| breakThreshold | Maximum impulse to break the joint. Use -1 for unbreakable joint |
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static |
Creates fixed joint.
Entities must be dynamic objects. Using only ent1 anchors it to the world.
| ent1 | Entity that will be part of the joint, mandatory |
| ent2 | Other entity that will be part of the joint, optional |
| point1 | Joint position in reference frame of ent1 |
| point2 | Joint position in reference frame of ent2 |
| disableCollisions | True to disable collisions between connected entities |
| breakThreshold | Maximum impulse to break the joint. Use -1 for unbreakable joint |
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static |
Creates hinge joint.
Entities must be dynamic objects. Using only ent1 anchors it to the world.
| ent1 | Entity that will be part of the joint, mandatory |
| ent2 | Other entity that will be part of the joint, optional |
| point1 | Joint position in reference frame of ent1 |
| axis1 | Joint axis in reference frame of ent1 |
| point2 | Joint position in reference frame of ent2 |
| axis2 | Joint axis in reference frame of ent2 |
| disableCollisions | True to disable collisions between connected entities |
| breakThreshold | Maximum impulse to break the joint. Use -1 for unbreakable joint |
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static |
Creates hinge joint.
Entities must be dynamic objects. Using only ent1 anchors it to the world.
| ent1 | Entity that will be part of the joint, mandatory |
| ent2 | Other entity that will be part of the joint, optional |
| matrix1 | Joint transformation in reference frame of ent1 (hinge is z-axis) |
| matrix2 | Joint transformation in reference frame of ent2 (hinge is z-axis) |
| disableCollisions | True to disable collisions between connected entities |
| breakThreshold | Maximum impulse to break the joint. Use -1 for unbreakable joint |
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static |
Creates slider joint.
Entities must be dynamic objects. Using only ent1 anchors it to the world.
| ent1 | Entity that will be part of the joint, mandatory |
| ent2 | Other entity that will be part of the joint, optional |
| matrix1 | Joint transformation in reference frame of ent1 (slide is x-axis) |
| matrix2 | Joint transformation in reference frame of ent2 (slide is x-axis) |
| disableCollisions | True to disable collisions between connected entities |
| breakThreshold | Maximum impulse to break the joint. Use -1 for unbreakable joint |
| proto external void PhysicsJoint.Destroy | ( | ) |
Destroys joint.