Class TCastleGrabJoint
Unit
CastleTransform
Declaration
type TCastleGrabJoint = class(TCastleAbstractOneBodyJoint)
Description
Grab joint pulls the rigid body Anchor towards a TargetWorld defined in the world coordinates. The pull is not instant, rather it works like a flexible spring / elastic rope.
Hierarchy
Overview
Fields
Methods
Properties
Description
Fields
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nested const DefaultFrequencyHz = 5.0; |
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nested const DefaultDampingRatio = 0.7; |
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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; |
Point, in local coordinates, that will be pulled to TargetWorld.
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property TargetWorld: TVector3 read FTargetWorld write SetTargetWorld; |
Point, in world coordinates, that pulls Anchor. With time, Anchor (in local coords) will match TargetWorld (in world coords).
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property DampingRatio: Single read FDampingRatio write SetDampingRatio default DefaultDampingRatio; |
How fast the oscillations are damped, large values can cause the body will not do even one oscillation.
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property MaxForce: Single read FMaxForce write SetMaxForce default 0.0; |
Maximal force that will be aplied to the body to move it. Zero (default) means "unlimited".
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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
- Point, in local coordinates, that will be pulled to TargetWorld.
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property TargetWorldPersistent: TCastleVector3Persistent read FTargetWorldPersistent ; |
TargetWorld 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 TargetWorld directly.
See also
- TargetWorld
- Point, in world coordinates, that pulls Anchor.
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