Constraint_SixDOF Properties |
The Constraint_SixDOF type exposes the following members.
| Name | Description | |
|---|---|---|
| AngularXAxis |
Angular X-axis constraint mode.
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| AngularXAxisFriction |
The friction of angular axis X.
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| AngularXAxisLimit |
The limits of the angular axis X.
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| AngularXAxisMotor |
The motor mode of angular axis X.
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| AngularXAxisMotorDamping |
Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors.
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| 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.
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| 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.
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| AngularXAxisMotorTarget |
The target value of the angular axis X motor. It is a velocity or a position depending the mode.
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| AngularYAxis |
Angular Y-axis constraint mode.
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| AngularYAxisFriction |
The friction of angular axis Y.
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| AngularYAxisLimit |
The limits of the angular axis Y.
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| AngularYAxisMotor |
The motor mode of angular axis Y.
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| AngularYAxisMotorDamping |
Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors.
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| 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.
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| 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.
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| AngularYAxisMotorTarget |
The target value of the angular axis Y motor. It is a velocity or a position depending the mode.
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| AngularZAxis |
Angular Z-axis constraint mode.
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| AngularZAxisFriction |
The friction of angular axis Z.
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| AngularZAxisLimit |
The limits of the angular axis Z.
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| AngularZAxisMotor |
The motor mode of angular axis Z.
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| AngularZAxisMotorDamping |
Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors.
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| 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.
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| 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.
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| AngularZAxisMotorTarget |
The target value of the angular axis Z motor. It is a velocity or a position depending the mode.
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| 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.
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| BodyB |
The second physical body used.
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| 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.
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| 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.) | |
| LinearXAxis |
Linear X-axis constraint mode.
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| LinearXAxisFriction |
The friction of linear axis X.
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| LinearXAxisLimit |
The limits of the linear axis X.
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| LinearXAxisMotor |
The motor mode of linear axis X.
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| LinearXAxisMotorDamping |
Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors.
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| 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.
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| 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.
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| LinearXAxisMotorTarget |
The target value of the linear axis X motor. It is a velocity or a position depending the mode.
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| LinearYAxis |
Linear Y-axis constraint mode.
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| LinearYAxisFriction |
The friction of linear axis Y.
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| LinearYAxisLimit |
The limits of the linear axis Y.
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| LinearYAxisMotor |
The motor mode of linear axis Y.
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| LinearYAxisMotorDamping |
Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors.
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| 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.
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| 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.
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| LinearYAxisMotorTarget |
The target value of the linear axis Y motor. It is a velocity or a position depending the mode.
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| LinearZAxis |
Linear Z-axis constraint mode.
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| LinearZAxisFriction |
The friction of linear axis Z.
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| LinearZAxisLimit |
The limits of the linear axis Z.
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| LinearZAxisMotor |
The motor mode of linear axis Z.
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| LinearZAxisMotorDamping |
Damping when solving position target (0 = minimal damping, 1 = critical damping). Only used for position motors.
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| 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.
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| 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.
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| LinearZAxisMotorTarget |
The target value of the linear axis Z motor. It is a velocity or a position depending the mode.
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| 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.
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| 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.
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| 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.
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| 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.) |