Class TCastleDistanceJoint
Unit
CastleTransform
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
Overview
Methods
Properties
Description
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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Properties
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property Anchor: TVector3 read FAnchor write SetAnchor; |
First point from which the distance is measured.
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property ConnectedAnchor: TVector3 read FConnectedAnchor
write SetConnectedAnchor; |
Second point from which the distance is measured.
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property DampingRatio: Single read FDampingRatio write SetDampingRatio default 0.0; |
How fast the oscillations are damped, large values can cause the body to not do even one oscillation.
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property AnchorPersistent: TCastleVector3Persistent read FAnchorPersistent ; |
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
- Anchor
- First point from which the distance is measured.
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property ConnectedAnchorPersistent: TCastleVector3Persistent read FConnectedAnchorPersistent ; |
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
- ConnectedAnchor
- Second point from which the distance is measured.
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