Class TCastleDistanceJoint
Unit
Declaration
type TCastleDistanceJoint = class(TCastleAbstractTwoBodiesJoint)
Description
Distance joint tries to maintain a certain distance between two rigid bodies, with certain flexibility (like a spring). Anchor and ConnectedAnchor actually determine the points between which the distance is observed.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleBehavior
- TCastleAbstractJoint
- TCastleAbstractTwoBodiesJoint
- TCastleDistanceJoint
Overview
Methods
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
property Anchor: TVector3 read FAnchor write SetAnchor; |
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property ConnectedAnchor: TVector3 read FConnectedAnchor
write SetConnectedAnchor; |
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property FrequencyHz: Single read FFrequencyHz write SetFrequencyHz default 0.0; |
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property DampingRatio: Single read FDampingRatio write SetDampingRatio default 0.0; |
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property AnchorPersistent: TCastleVector3Persistent read FAnchorPersistent ; |
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property ConnectedAnchorPersistent: TCastleVector3Persistent read FConnectedAnchorPersistent ; |
Description
Methods
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. |
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. |
procedure DeinitializeKraftJoint; override; |
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This item has no description. |
procedure SetName(const Value: TComponentName); override; |
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This item has no description. |
constructor Create(AOwner: TComponent); override; |
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This item has no description. |
destructor Destroy; override; |
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This item has no description. |
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 |
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 |
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 |
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. |
Properties
property Anchor: TVector3 read FAnchor write SetAnchor; |
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First point from which the distance is measured. |
property ConnectedAnchor: TVector3 read FConnectedAnchor
write SetConnectedAnchor; |
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Second point from which the distance is measured. |
property FrequencyHz: Single read FFrequencyHz write SetFrequencyHz default 0.0; |
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Frequency controls how fast the oscillations occur. The smaller the value, the longer the oscillation movement. This may not seem intuitive, but a higher value causes the oscillation in specified time to be faster and therefore the movement is shorter. So if you want longer movement make this value smaller. See live example: https://gamedev.stackexchange.com/questions/98772/b2distancejoint-with-frequency-equal-to-0-vs-b2weldjoint |
property DampingRatio: Single read FDampingRatio write SetDampingRatio default 0.0; |
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How fast the oscillations are damped, large values can cause the body to not do even one oscillation. |
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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property ConnectedAnchorPersistent: TCastleVector3Persistent read FConnectedAnchorPersistent ; |
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ConnectedAnchor 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 ConnectedAnchor directly. See also
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