struct in UnityEngine.LowLevelPhysics2D
/
Implemented in:UnityEngine.Physics2DModule
A joint that requires defining a line of motion using an axis and an anchor point. The joint translation is zero when the local anchors coincide in world space. The joint uses local anchors so that the initial configuration can violate the constraint slightly.
Property | Description |
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bodyA | The second body the joint constrains. |
bodyB | A local anchor point on the first body for the constraint. |
callbackTarget | Get/Set the UnityEngine.MonoBehaviour that event callbacks for this joint will be sent to. This includes the following events: - A JointThresholdEvent with call IJointThresholdCallback. |
collideConnected | Whether the shapes on the pair of bodies can come into contact. |
currentAngularSeparationError | Get the current angular separation error for this joint, in degrees. This does not consider admissible movement. |
currentConstraintForce | Get the current constraint force used by the joint, usually in newtons. |
currentConstraintTorque | Get the current constraint torque used by the joint, usually in newtons. |
currentLinearSeparationError | Get the current linear separation error for this joint, usually in meters. This does not consider admissible movement. |
currentMotorTorque | Get the current motor torque, usually in newtons. |
drawScale | Controls the scaling of the joint drawing. |
enableLimit | Enable/disable the joint limit. |
enableMotor | Enable/Disable the joint motor. |
enableSpring | Enable/Disable a spring along the joint axis. |
forceThreshold | The force threshold beyond which a joint event will be produced. |
isOwned | Get if the joint is owned. See PhysicsJoint.SetOwner. |
isValid | Checks if the joint is valid. |
jointType | Gets the joint type. See JointType. |
localAnchorA | The local anchor frame constraint relative to bodyA's origin. |
localAnchorB | The local anchor frame constraint relative to bodyB's origin. |
lowerTranslationLimit | Get/Set the lower translation limit. |
maxMotorTorque | The maximum torque the motor can apply, usually in newtons. |
motorSpeed | The desired motor speed, usually in meters per second. |
springDamping | The spring damping, non-dimensional. |
springFrequency | The spring stiffness, in cycles per second. |
torqueThreshold | The torque threshold beyond which a joint event will be produced. |
tuningDamping | Controls the joint stiffness damping, non-dimensional. Use 1 for critical damping. |
tuningFrequency | Controls the joint stiffness frequency, in cycles per second. |
upperTranslationLimit | Get/Set the upper translation limit. |
userData | Get/Set PhysicsUserData that can be used for any purpose. The physics system doesn't use this data, it is entirely for custom use. |
world | Get the world the body is attached to. |
Constructor | Description |
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PhysicsWheelJoint | Create a PhysicsWheelJoint from the specified base joint. The provided joint must be a joint type of PhysicsJoint.JointType.WheelJoint. |
Method | Description |
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Destroy | Destroy the joint. If the object is owned with PhysicsJoint.SetOwner then you must provide the owner key it returned. Failing to do so will return a warning and the joint will not be destroyed. |
Draw | Draw a PhysicsJoint that visually represents its current state in the world. This is only used in the Unity Editor or in a Development Player. See LowLevelPhysics2D.PhysicsWorld.DrawResults, PhysicsWorld.drawOptions and LowLevelPhysics2D.PhysicsWorld.drawResults. |
GetOwner | Get the owner object associated with this joint as specified using PhysicsJoint.SetOwner. |
SetOwner | Set the (optional) owner object associated with this joint and return an owner key that must be specified when destroying the joint with PhysicsJoint.Destroy. The physics system provides access to all objects, including the ability to destroy them so this feature can be used to stop accidental destruction of objects that are owned by other objects. You can only set the owner once, multiple attempts will produce a warning. The lifetime of the specified owner object is not linked to this joint i.e. this joint will still be owned by the owner object, even if it is destroyed. It is also valid to not specify an owner object (NULL) to simply gain an owner key however it can be useful, if simply for debugging purposes and discovery, to know which object is the owner. |
WakeBodies | Wake the pair of bodies the joint is constraining. |
Method | Description |
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Create | Create a PhysicsWheelJoint in the specified world. |
DestroyBatch | Destroy a batch of joints. Owned joints will produce a warning and will not be destroyed (see PhysicsJoint.SetOwner). Any invalid joints will be ignored. |
Operator | Description |
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PhysicsJoint | Cast to the base PhysicsJoint. |
PhysicsWheelJoint | Cast to a PhysicsWheelJoint from the base PhysicsJoint. The provided joint must be a joint type of PhysicsJoint.JointType.WheelJoint. |