class
Joint
Base class for all Joint types.
Joints constrain how two rigidbodies move relative to one another (for example a door hinge). One of the bodies in the joint must always be movable (non-kinematic).
Public
Constructors
Joint
Joint
Methods
SetBody
Determines a body managed by the joint.
One of the bodies must be movable (non-kinematic).
GetBody
GetRelativeBodyPosition
Returns the position at which the body is anchored to the joint, relative to the body.
GetRelativeBodyRotation
Returns the rotation at which the body is anchored to the joint, relative to the body.
SetRelativeBodyTransform
Sets the position and rotation at which the body is anchored to the joint, relative to the body.
SetBreakForce
Determines the maximum force the joint can apply before breaking.
Broken joints no longer participate in physics simulation.
GetBreakForce
SetBreakTorque
Determines the maximum torque the joint can apply before breaking.
Broken joints no longer participate in physics simulation.
GetBreakTorque
SetEnableCollision
Determines whether collision between the two bodies managed by the joint are enabled.
GetEnableCollision
staticGetRttiStatic
Fields
OnJointBreak
Triggered when the joint's break force or torque is exceeded.
Protected
Methods
OnDestroyed
Called once just before the component is destroyed.
Called regardless of the state the component is in.
OnDisabled
Called every time a component is placed into the Stopped state.
This includes component destruction if component wasn't already in Stopped state during destruction. When called during destruction it is called before OnDestroyed.
OnEnabled
Called every time a component leaves the Stopped state, if the component is enabled.
This includes component creation if requirements for leaving the Stopped state are met. When called during creation it is called after OnBeginPlay.
OnTransformChanged
Called when the component's parent scene object has changed.
Not called if the component is in Stopped state. Also only called if necessary notify flags are set via SetNotifyFlagsInternal().
CreateImplementation
Creates the implementation the joint for use by the component.
DestroyImplementation
Destroys the current implementation of the joint, if any.
Effectively removing it from the scene.
CalculateLocalBodyTransform
Calculates the local position/rotation that needs to be applied to the particular joint body.
NotifyRigidbodyMoved
Notifies the joint that one of the attached rigidbodies moved and that its transform needs updating.
UpdateRelativeBodyTransforms
Updates the local transform for the specified body attached to the joint.