HingeJoint

Struct HingeJoint 

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pub struct HingeJoint {
Show 22 fields pub m_Anchor: Vector3f, pub m_Axis: Vector3f, pub m_BreakForce: f32, pub m_BreakTorque: f32, pub m_ConnectedBody: PPtr, pub m_GameObject: PPtr, pub m_Limits: JointLimits, pub m_Motor: JointMotor, pub m_Spring: JointSpring, pub m_UseLimits: bool, pub m_UseMotor: bool, pub m_UseSpring: bool, pub m_AutoConfigureConnectedAnchor: Option<bool>, pub m_ConnectedAnchor: Option<Vector3f>, pub m_ConnectedArticulationBody: Option<PPtr>, pub m_ConnectedMassScale: Option<f32>, pub m_EnableCollision: Option<bool>, pub m_EnablePreprocessing: Option<bool>, pub m_Enabled: Option<bool>, pub m_ExtendedLimits: Option<bool>, pub m_MassScale: Option<f32>, pub m_UseAcceleration: Option<bool>,
}
Expand description

HingeJoint is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. This joint is great for, well, doors, but can also be used to model chains, etc…The HingeJoint has a motor which can be used to make the hinge spin around the joints axis.

A spring which attempts to reach for a target angle by spinning around the joints axis.

And a limit which constrains the joint angle.

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§m_Anchor: Vector3f

The Position of the anchor around which the joints motion is constrained.

§m_Axis: Vector3f

The Direction of the axis around which the body is constrained.

§m_BreakForce: f32

The force that needs to be applied for this joint to break.

§m_BreakTorque: f32

The torque that needs to be applied for this joint to break. To be able to break, a joint must be Locked or Limited on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint.

§m_ConnectedBody: PPtr

A reference to another rigidbody this joint connects to. PPtr<Rigidbody>: (3.4.0 - 2022.3.2f1)

§m_GameObject: PPtr

The game object this component is attached to. A component is always attached to a game object. PPtr<GameObject>: (3.4.0 - 2022.3.2f1)

§m_Limits: JointLimits

Limit of angular rotation (in degrees) on the hinge joint.

§m_Motor: JointMotor

The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.

§m_Spring: JointSpring

The spring attempts to reach a target angle by adding spring and damping forces.

§m_UseLimits: bool

Enables the joint’s limits. Disabled by default.

§m_UseMotor: bool

Enables the joint’s motor. Disabled by default.

§m_UseSpring: bool

Enables the joint’s spring. Disabled by default.

§m_AutoConfigureConnectedAnchor: Option<bool>

Should the connectedAnchor be calculated automatically? bool: (4.3.0 - 2022.3.2f1)

§m_ConnectedAnchor: Option<Vector3f>

Position of the anchor relative to the connected Rigidbody. Vector3f: (4.3.0 - 2022.3.2f1)

§m_ConnectedArticulationBody: Option<PPtr>

A reference to an articulation body this joint connects to. PPtr<ArticulationBody>: (2020.2.0b1 - 2022.3.2f1)

§m_ConnectedMassScale: Option<f32>

The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. f32: (2017.1.0b2 - 2022.3.2f1)

§m_EnableCollision: Option<bool>

Enable collision between bodies connected with the joint. bool: (4.5.0 - 2022.3.2f1)

§m_EnablePreprocessing: Option<bool>

Toggle preprocessing for this joint. bool: (5.0.0f4 - 2022.3.2f1)

§m_Enabled: Option<bool>

bool: (2017.1.0b2 - 2017.1.0b5)

§m_ExtendedLimits: Option<bool>

If enabled, the angle of the hinge is extended to [-360, 360] degrees. bool: (2022.2.0b1 - 2022.3.2f1)

§m_MassScale: Option<f32>

The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. f32: (2017.1.0b2 - 2022.3.2f1)

§m_UseAcceleration: Option<bool>

Defines whether the HingeJoint.spring outputs accelerations instead of forces. bool: (2022.2.0b1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for HingeJoint

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for HingeJoint

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for HingeJoint

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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