public abstract class Sandbox.Joint : Sandbox.Component
Constructors
Showing 1 constructors
protected Joint()
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Methods
Showing 9 methods
public void Break()
protected virtual Sandbox.Physics.PhysicsJoint CreateJoint(Sandbox.Physics.PhysicsPoint point1, Sandbox.Physics.PhysicsPoint point2)
Joint type implementation.
Implementations
protected virtual void DestroyJoint()
Implementations
protected virtual void DrawGizmos()
protected virtual void OnDestroy()
protected virtual void OnDisabled()
protected virtual void OnEnabled()
protected virtual void OnStart()
public void Unbreak()
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Properties
Showing 19 properties
public Sandbox.GameObject Sandbox.Joint.AnchorBody { get; set; }
The body this joint is anchored to. If this is null then it will use the current GameObject as the anchor.
public float Sandbox.Joint.AngularStress { get; set; }
Current angular stress applied to the joint.
public Sandbox.Joint.AttachmentMode Sandbox.Joint.Attachment { get; set; }
Are local frames calculated automatically or set manually. See `Sandbox.Joint.LocalFrame1`, `Sandbox.Joint.LocalFrame2`
public Sandbox.GameObject Sandbox.Joint.Body { get; set; }
Game object to find the body to attach this joint to.
public Sandbox.PhysicsBody Sandbox.Joint.Body1 { get; set; }
The source physics body this joint is attached to.
public Sandbox.PhysicsBody Sandbox.Joint.Body2 { get; set; }
The target physics body this joint is constraining.
public float Sandbox.Joint.BreakForce { get; set; }
Strength of the linear constraint. If it takes any more energy than this, it'll break.
public float Sandbox.Joint.BreakTorque { get; set; }
Strength of the angular constraint. If it takes any more energy than this, it'll break.
public bool Sandbox.Joint.EnableCollision { get; set; }
Enable or disable collision between the two bodies.
public bool Sandbox.Joint.IsBroken { get; set; }
Is the joint currently broken and inactive.
public float Sandbox.Joint.LinearStress { get; set; }
Current linear stress applied to the joint.
public Transform Sandbox.Joint.LocalFrame1 { get; set; }
Only used on joint creation. See `Sandbox.Joint.AttachmentMode.LocalFrames`
public Transform Sandbox.Joint.LocalFrame2 { get; set; }
Only used on joint creation. See `Sandbox.Joint.AttachmentMode.LocalFrames`
public Sandbox.GameObject Sandbox.Joint.Object1 { get; set; }
The source GameObject we're connected to
public Sandbox.GameObject Sandbox.Joint.Object2 { get; set; }
The target GameObject we're connected to
public System.Action Sandbox.Joint.OnBreak { get; set; }
Called when the joint breaks.
public Sandbox.Physics.PhysicsPoint Sandbox.Joint.Point1 { get; set; }
A specific point this joint is attached at on `Sandbox.Joint.Body1`
public Sandbox.Physics.PhysicsPoint Sandbox.Joint.Point2 { get; set; }
A specific point this joint is attached at on `Sandbox.Joint.Body2`
public bool Sandbox.Joint.StartBroken { get; set; }
Is the joint broken on start.
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Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.Joint |