Class TCastleBallJoint
Unit
Declaration
type TCastleBallJoint = class(TCastleAbstractTwoBodiesJoint)
Description
Ball joint allows to freely rotate the transformation of one object relative to another (rotate in any axis) but does not allow any movement. Anchor determines the rotation point.
Source: src/transform/castletransform_joints.inc (line 287).
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleBehavior
- TCastleAbstractJoint
- TCastleAbstractTwoBodiesJoint
- TCastleBallJoint
Overview
Methods
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function GetKraftJoint: TKraftConstraintJoint; override; |
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procedure CreateKraftJoint; override; |
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procedure DeinitializeKraftJoint; override; |
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procedure SetName(const Value: TComponentName); override; |
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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procedure WorldBeforeDetach; override; |
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procedure InternalCreateGizmos; override; |
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procedure InternalDestroyGizmos; override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
Properties
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property Anchor: TVector3 read FAnchor write SetAnchor; |
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property AnchorPersistent: TCastleVector3Persistent read FAnchorPersistent ; |
Description
Methods
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function GetKraftJoint: TKraftConstraintJoint; override; |
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This item has no description. Showing description inherited from TCastleAbstractJoint.GetKraftJoint. Get physics engine (Kraft) joint instance. Source: src/transform/castletransform_joints.inc (line 296). | |
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procedure CreateKraftJoint; override; |
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This item has no description. Showing description inherited from TCastleAbstractJoint.CreateKraftJoint. Create physics engine (Kraft) joint and set its specialized properties. Source: src/transform/castletransform_joints.inc (line 297). | |
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procedure DeinitializeKraftJoint; override; |
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This item has no description. Source: src/transform/castletransform_joints.inc (line 298). | |
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procedure SetName(const Value: TComponentName); override; |
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This item has no description. Source: src/transform/castletransform_joints.inc (line 299). | |
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constructor Create(AOwner: TComponent); override; |
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This item has no description. Source: src/transform/castletransform_joints.inc (line 301). | |
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destructor Destroy; override; |
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This item has no description. Source: src/transform/castletransform_joints.inc (line 302). | |
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procedure WorldBeforeDetach; override; |
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This item has no description. Showing description inherited from TCastleBehavior.WorldBeforeDetach.
Called before Parent stops being part of World. Called only if ListenWorldChange is This is also called at the destruction of behavior (more precisely from BeforeDestruction now). Even in this case, we guarantee that Parent is still valid during this call, and not in half-destroyed state. Before the actual destructor of TCastleBehavior we do BeforeParentDetach and BeforeWorldDetach and set Parent to Source: src/transform/castletransform_joints.inc (line 304). | |
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procedure InternalCreateGizmos; override; |
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This item has no description. Showing description inherited from TCastleAbstractJoint.InternalCreateGizmos.
Create design-time transformations that are displayed in the hierarchy to visualize physics joints 3D points. If you want to visualize the behavior using a visible TCastleTransform, then create and add to Parent a descendant of TCastleJointTool, and set InternalCastleDesignInvalidate to Source: src/transform/castletransform_joints.inc (line 305). | |
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procedure InternalDestroyGizmos; override; |
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This item has no description. Showing description inherited from TCastleAbstractJoint.InternalDestroyGizmos.
Destroy design-time stuff. You can destroy any component, just be sure to set InternalCastleDesignInvalidate to Source: src/transform/castletransform_joints.inc (line 306). | |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
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This item has no description. Showing description inherited from TCastleComponent.PropertySections. Section where to show property in the editor. Source: src/transform/castletransform_joints.inc (line 307). | |
Properties
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property Anchor: TVector3 read FAnchor write SetAnchor; |
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The rotation point of the ball joint in parent transform coordinates. Source: src/transform/castletransform_joints.inc (line 310). | |
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property AnchorPersistent: TCastleVector3Persistent read FAnchorPersistent ; |
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Anchor that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write Anchor directly. See also
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