Jointclass

object→Component→Joint
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public abstract class Sandbox.Joint : Sandbox.Component

Constructors1

Showing 1 constructors

protected Joint()PROTECTEDCONSTRUCTOR

Methods9

Showing 9 methods

public void Break()PUBLIC

Returns:void—

protected virtual void DestroyJoint()PROTECTEDVIRTUAL

Returns:void—

protected virtual void DrawGizmos()PROTECTEDVIRTUAL

Returns:void—

protected virtual void OnDestroy()PROTECTEDVIRTUALLIFECYCLE

Returns:void—

protected virtual void OnDisabled()PROTECTEDVIRTUALLIFECYCLE

Returns:void—

protected virtual void OnEnabled()PROTECTEDVIRTUALLIFECYCLE

Returns:void—

protected virtual void OnStart()PROTECTEDVIRTUALLIFECYCLE

Returns:void—

public void Unbreak()PUBLIC

Returns:void—

Properties19

Showing 19 properties

public Sandbox.GameObject Sandbox.Joint.AnchorBody { get; set; }PUBLICGETSET

The body this joint is anchored to. If this is null then it will use the current GameObject as the anchor.

Returns:GameObject—

public float Sandbox.Joint.AngularStress { get; set; }PUBLICGETSET

Current angular stress applied to the joint.

Returns:float—

public Sandbox.PhysicsBody Sandbox.Joint.Body1 { get; set; }PUBLICGETSET

The source physics body this joint is attached to.

Returns:PhysicsBody—

public Sandbox.PhysicsBody Sandbox.Joint.Body2 { get; set; }PUBLICGETSET

The target physics body this joint is constraining.

Returns:PhysicsBody—

public float Sandbox.Joint.BreakForce { get; set; }PUBLICGETSET

Strength of the linear constraint. If it takes any more energy than this, it'll break.

Returns:float—

public float Sandbox.Joint.BreakTorque { get; set; }PUBLICGETSET

Strength of the angular constraint. If it takes any more energy than this, it'll break.

Returns:float—

public bool Sandbox.Joint.EnableCollision { get; set; }PUBLICGETSET

Enable or disable collision between the two bodies.

Returns:bool—

public bool Sandbox.Joint.IsBroken { get; set; }PUBLICGETSET

Is the joint currently broken and inactive.

Returns:bool—

public float Sandbox.Joint.LinearStress { get; set; }PUBLICGETSET

Current linear stress applied to the joint.

Returns:float—

public Transform Sandbox.Joint.LocalFrame1 { get; set; }PUBLICGETSET

Only used on joint creation. See `Sandbox.Joint.AttachmentMode.LocalFrames`

Returns:Transform—

public Transform Sandbox.Joint.LocalFrame2 { get; set; }PUBLICGETSET

Only used on joint creation. See `Sandbox.Joint.AttachmentMode.LocalFrames`

Returns:Transform—

public Sandbox.GameObject Sandbox.Joint.Object1 { get; set; }PUBLICGETSET

The source GameObject we're connected to

Returns:GameObject—

public Sandbox.GameObject Sandbox.Joint.Object2 { get; set; }PUBLICGETSET

The target GameObject we're connected to

Returns:GameObject—

public System.Action Sandbox.Joint.OnBreak { get; set; }PUBLICGETSET

Called when the joint breaks.

Returns:Action—

public Sandbox.Physics.PhysicsPoint Sandbox.Joint.Point1 { get; set; }PUBLICGETSET

A specific point this joint is attached at on `Sandbox.Joint.Body1`

Returns:PhysicsPoint—

public Sandbox.Physics.PhysicsPoint Sandbox.Joint.Point2 { get; set; }PUBLICGETSET

A specific point this joint is attached at on `Sandbox.Joint.Body2`

Returns:PhysicsPoint—

public bool Sandbox.Joint.StartBroken { get; set; }PUBLICGETSET

Is the joint broken on start.

Returns:bool—

On this page

Constructorsprotected Joint()Methodspublic System.Void Break()protected virtual Sandbox.Physics.PhysicsJoint CreateJoint(Sandbox.Physics.PhysicsPoint point1, Sandbox.Physics.PhysicsPoint point2)protected virtual System.Void DestroyJoint()protected virtual System.Void DrawGizmos()protected virtual System.Void OnDestroy()protected virtual System.Void OnDisabled()protected virtual System.Void OnEnabled()protected virtual System.Void OnStart()public System.Void Unbreak()Propertiespublic Sandbox.GameObject Sandbox.Joint.AnchorBody { get; set; }public System.Single Sandbox.Joint.AngularStress { get; set; }public Sandbox.Joint.AttachmentMode Sandbox.Joint.Attachment { get; set; }public Sandbox.GameObject Sandbox.Joint.Body { get; set; }public Sandbox.PhysicsBody Sandbox.Joint.Body1 { get; set; }public Sandbox.PhysicsBody Sandbox.Joint.Body2 { get; set; }public System.Single Sandbox.Joint.BreakForce { get; set; }public System.Single Sandbox.Joint.BreakTorque { get; set; }public System.Boolean Sandbox.Joint.EnableCollision { get; set; }public System.Boolean Sandbox.Joint.IsBroken { get; set; }public System.Single Sandbox.Joint.LinearStress { get; set; }public Transform Sandbox.Joint.LocalFrame1 { get; set; }public Transform Sandbox.Joint.LocalFrame2 { get; set; }public Sandbox.GameObject Sandbox.Joint.Object1 { get; set; }public Sandbox.GameObject Sandbox.Joint.Object2 { get; set; }public System.Action Sandbox.Joint.OnBreak { get; set; }public Sandbox.Physics.PhysicsPoint Sandbox.Joint.Point1 { get; set; }public Sandbox.Physics.PhysicsPoint Sandbox.Joint.Point2 { get; set; }public System.Boolean Sandbox.Joint.StartBroken { get; set; }Metadata