Constraint_SixDOF Properties |
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.) | |
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.) |