Struct CharacterJoint

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pub struct CharacterJoint {
Show 24 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_HighTwistLimit: SoftJointLimit, pub m_LowTwistLimit: SoftJointLimit, pub m_Swing1Limit: SoftJointLimit, pub m_Swing2Limit: SoftJointLimit, pub m_SwingAxis: Vector3f, 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_EnableProjection: Option<bool>, pub m_Enabled: Option<bool>, pub m_MassScale: Option<f32>, pub m_ProjectionAngle: Option<f32>, pub m_ProjectionDistance: Option<f32>, pub m_SwingLimitSpring: Option<SoftJointLimitSpring>, pub m_TwistLimitSpring: Option<SoftJointLimitSpring>,
}
Expand description

CharacterJoint is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: Character Joints are mainly used for Ragdoll effects. They are an extended ball-socket joint which allows you to limit the joint on each axis.

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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_HighTwistLimit: SoftJointLimit

The upper limit around the primary axis of the character joint.

§m_LowTwistLimit: SoftJointLimit

The lower limit around the primary axis of the character joint.

§m_Swing1Limit: SoftJointLimit

The angular limit of rotation (in degrees) around the primary axis of the character joint.

§m_Swing2Limit: SoftJointLimit

The angular limit of rotation (in degrees) around the primary axis of the character joint.

§m_SwingAxis: Vector3f

The secondary axis around which the joint can rotate.

§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_EnableProjection: Option<bool>

Brings violated constraints back into alignment even when the solver fails. bool: (5.0.0f4 - 2022.3.2f1)

§m_Enabled: Option<bool>

bool: (2017.1.0b2 - 2017.1.0b5)

§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_ProjectionAngle: Option<f32>

Set the angular tolerance threshold (in degrees) for projection. f32: (5.0.0f4 - 2022.3.2f1)

§m_ProjectionDistance: Option<f32>

Set the linear tolerance threshold for projection. f32: (5.0.0f4 - 2022.3.2f1)

§m_SwingLimitSpring: Option<SoftJointLimitSpring>

The configuration of the spring attached to the swing limits of the joint. SoftJointLimitSpring: (5.0.0f4 - 2022.3.2f1)

§m_TwistLimitSpring: Option<SoftJointLimitSpring>

The configuration of the spring attached to the twist limits of the joint. SoftJointLimitSpring: (5.0.0f4 - 2022.3.2f1)

Trait Implementations§

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impl Debug for CharacterJoint

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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 CharacterJoint

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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 CharacterJoint

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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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