Class TCastleHingeJoint
Unit
CastleTransform
Declaration
type TCastleHingeJoint = class(TCastleAbstractTwoBodiesJoint)
Description
Hinge joint allows to rotate the transformation around a given axis, like a door attached using hinges to the frame. Anchor determines the rotation point and Axis the axis direction.
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; |
Position of the hinge in the parent transformation coordinates.
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property Axis: TVector3 read FAxis write SetAxis; |
Rotation axis around which the Connected rotates. By default +Y.
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property AngleLimits: Boolean read FAngleLimits write SetAngleLimits default false; |
Turns on minimum and maximum rotation angle limit.
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property MinAngle: Single read FMinAngle write SetMinAngle default 0.0; |
Minimal angle, in radians, must be a value between -2pi + epsilon to 0. Honored only if AngleLimits.
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property MaxAngle: Single read FMaxAngle write SetMaxAngle default 0.0; |
Maximum angle, in radians, must be a value between 0 to 2pi - epsilon. Honored only if AngleLimits.
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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
- Position of the hinge in the parent transformation coordinates.
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property AxisPersistent: TCastleVector3Persistent read FAxisPersistent ; |
Axis 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 Axis directly.
See also
- Axis
- Rotation
axis around which the Connected rotates.
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