Constraint_ |
The Constraint_SixDOF type exposes the following members.
| Name | Description | |
|---|---|---|
| AngularXAxis | Angular X-axis constraint mode. | |
| AngularXAxisFriction | The friction of angular axis X. | |
| AngularXAxisLimit | The limits of the angular axis X. | |
| AngularXAxisMotor | The motor mode of angular axis X. | |
| AngularXAxisMotorDamping | Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors. | |
| AngularXAxisMotorFrequency | Oscillation frequency when solving position target (Hz). Should be in the range (0, 0.5 * simulation frequency]. When simulating at 60 Hz, 20 is a good value for a strong motor. Only used for position motors. | |
| AngularXAxisMotorLimit | Force range to apply in case of a angular constraint (N). Usually this is -mMaxForceLimit unless you want a motor that can e.g. push but not pull. Not used when motor is an angular motor. | |
| AngularXAxisMotorTarget | The target value of the angular axis X motor. It is a velocity or a position depending the mode. | |
| AngularYAxis | Angular Y-axis constraint mode. | |
| AngularYAxisFriction | The friction of angular axis Y. | |
| AngularYAxisLimit | The limits of the angular axis Y. | |
| AngularYAxisMotor | The motor mode of angular axis Y. | |
| AngularYAxisMotorDamping | Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors. | |
| AngularYAxisMotorFrequency | Oscillation frequency when solving position target (Hz). Should be in the range (0, 0.5 * simulation frequency]. When simulating at 60 Hz, 20 is a good value for a strong motor. Only used for position motors. | |
| AngularYAxisMotorLimit | Force range to apply in case of a angular constraint (N). Usually this is -mMaxForceLimit unless you want a motor that can e.g. push but not pull. Not used when motor is an angular motor. | |
| AngularYAxisMotorTarget | The target value of the angular axis Y motor. It is a velocity or a position depending the mode. | |
| AngularZAxis | Angular Z-axis constraint mode. | |
| AngularZAxisFriction | The friction of angular axis Z. | |
| AngularZAxisLimit | The limits of the angular axis Z. | |
| AngularZAxisMotor | The motor mode of angular axis Z. | |
| AngularZAxisMotorDamping | Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors. | |
| AngularZAxisMotorFrequency | Oscillation frequency when solving position target (Hz). Should be in the range (0, 0.5 * simulation frequency]. When simulating at 60 Hz, 20 is a good value for a strong motor. Only used for position motors. | |
| AngularZAxisMotorLimit | Force range to apply in case of a angular constraint (N). Usually this is -mMaxForceLimit unless you want a motor that can e.g. push but not pull. Not used when motor is an angular motor. | |
| AngularZAxisMotorTarget | The target value of the angular axis Z motor. It is a velocity or a position depending the mode. | |
| AnyData |
The user data of the component.
(Inherited from Component) | |
| BaseType |
Gets the base type of the object.
(Inherited from Component) | |
| BodyA | The first physical body used. | |
| BodyB | The second physical body used. | |
| CanBeSelected |
Whether the object is selectable in the scene view.
(Inherited from ObjectInSpace) | |
| CanBeSelectedInHierarchy | (Inherited from ObjectInSpace) | |
| CloneSupport |
Whether the object supports cloning.
(Inherited from Component) | |
| CollisionsBetweenLinkedBodies | Whether the collision detection is enabled between the linked physical bodies. | |
| Components |
Gets the collection of the child components.
(Inherited from Component) | |
| CreatedByBaseType |
Whether the object is created using a base type.
(Inherited from Component) | |
| DisplayInEditor |
Whether to show the object in the editor.
(Inherited from Component) | |
| Disposed |
Whether the object is disposed.
(Inherited from Component) | |
| EditorDocumentConfiguration |
Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component) | |
| EditorReadOnly |
Whether the object is read only in the editor.
(Inherited from Component) | |
| EditorReadOnlyInHierarchy |
Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component) | |
| Enabled |
Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component) | |
| EnabledInHierarchy |
Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component) | |
| EnabledInHierarchyAndIsInstance |
Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component) | |
| EnabledSelectionByCursor | (Inherited from ObjectInSpace) | |
| HierarchyController |
Gets the object hierarchy control controller.
(Inherited from Component) | |
| IsResource | (Inherited from Component) | |
| LinearXAxis | Linear X-axis constraint mode. | |
| LinearXAxisFriction | The friction of linear axis X. | |
| LinearXAxisLimit | The limits of the linear axis X. | |
| LinearXAxisMotor | The motor mode of linear axis X. | |
| LinearXAxisMotorDamping | Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors. | |
| LinearXAxisMotorFrequency | Oscillation frequency when solving position target (Hz). Should be in the range (0, 0.5 * simulation frequency]. When simulating at 60 Hz, 20 is a good value for a strong motor. Only used for position motors. | |
| LinearXAxisMotorLimit | Force range to apply in case of a linear constraint (N). Usually this is -mMaxForceLimit unless you want a motor that can e.g. push but not pull. Not used when motor is an angular motor. | |
| LinearXAxisMotorTarget | The target value of the linear axis X motor. It is a velocity or a position depending the mode. | |
| LinearYAxis | Linear Y-axis constraint mode. | |
| LinearYAxisFriction | The friction of linear axis Y. | |
| LinearYAxisLimit | The limits of the linear axis Y. | |
| LinearYAxisMotor | The motor mode of linear axis Y. | |
| LinearYAxisMotorDamping | Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors. | |
| LinearYAxisMotorFrequency | Oscillation frequency when solving position target (Hz). Should be in the range (0, 0.5 * simulation frequency]. When simulating at 60 Hz, 20 is a good value for a strong motor. Only used for position motors. | |
| LinearYAxisMotorLimit | Force range to apply in case of a linear constraint (N). Usually this is -mMaxForceLimit unless you want a motor that can e.g. push but not pull. Not used when motor is an angular motor. | |
| LinearYAxisMotorTarget | The target value of the linear axis Y motor. It is a velocity or a position depending the mode. | |
| LinearZAxis | Linear Z-axis constraint mode. | |
| LinearZAxisFriction | The friction of linear axis Z. | |
| LinearZAxisLimit | The limits of the linear axis Z. | |
| LinearZAxisMotor | The motor mode of linear axis Z. | |
| LinearZAxisMotorDamping | Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors. | |
| LinearZAxisMotorFrequency | Oscillation frequency when solving position target (Hz). Should be in the range (0, 0.5 * simulation frequency]. When simulating at 60 Hz, 20 is a good value for a strong motor. Only used for position motors. | |
| LinearZAxisMotorLimit | Force range to apply in case of a linear constraint (N). Usually this is -mMaxForceLimit unless you want a motor that can e.g. push but not pull. Not used when motor is an angular motor. | |
| LinearZAxisMotorTarget | The target value of the linear axis Z motor. It is a velocity or a position depending the mode. | |
| Name |
The name of the component.
(Inherited from Component) | |
| NetworkID | (Inherited from Component) | |
| NetworkIsClient | (Inherited from Component) | |
| NetworkIsServer |
Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component) | |
| NetworkIsSingle | (Inherited from Component) | |
| NetworkIsSingleOrClient | (Inherited from Component) | |
| NetworkMode |
Whether to enable synchronization of the component between server and clients.
(Inherited from Component) | |
| NetworkModeUsers | (Inherited from Component) | |
| NumPositionStepsOverride | Override for the number of position velocity iterations to run, the total amount of iterations is the max of Scene.PhysicsNumPositionSteps and this for all constraints in the island. | |
| NumVelocityStepsOverride | Override for the number of solver velocity iterations to run, the total amount of iterations is the max of Scene.PhysicsNumVelocitySteps and this for all constraints in the island. | |
| Parent |
Gets the parent object.
(Inherited from Component) | |
| ParentRoot |
Gets the parent root object.
(Inherited from Component) | |
| ParentScene | (Inherited from ObjectInSpace) | |
| PhysicalConstraint | ||
| RemainingLifetime |
The lifetime of the component during the simulation.
(Inherited from ObjectInSpace) | |
| RemoveFromParentQueued |
Whether the object is placed in the detach queue from the parent.
(Inherited from Component) | |
| SaveSupport |
Whether the object supports saving to a file.
(Inherited from Component) | |
| ScreenLabel |
The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component) | |
| Simulate | Whether to enable the constraint in the simulation. The property can be used to implement a breakable constraint. | |
| SpaceBounds | (Inherited from ObjectInSpace) | |
| SpaceBoundsOctreeOverride | (Inherited from ObjectInSpace) | |
| SpaceBoundsOverride | (Inherited from ObjectInSpace) | |
| Transform |
The position, rotation and scale of the object.
(Inherited from ObjectInSpace) | |
| TransformV |
Simplier form of Transform.Value.
(Inherited from ObjectInSpace) | |
| TypeSettingsPrivateObjects |
Object settings when used as a type.
(Inherited from Component) | |
| Visible |
Whether the object is visible in the scene.
(Inherited from ObjectInSpace) | |
| VisibleInHierarchy | (Inherited from ObjectInSpace) |