Search Results for

    Show / Hide Table of Contents

    Class SliderJoint

    Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis.

    Inheritance
    System.Object
    Object
    SceneObject
    Actor
    Joint
    SliderJoint
    Implements
    ISerializable
    Inherited Members
    Joint.SetJointLocation(Vector3)
    Joint.SetJointOrientation(Quaternion)
    Joint.GetCurrentForce(Vector3, Vector3)
    Joint.Target
    Joint.BreakForce
    Joint.BreakTorque
    Joint.EnableCollision
    Joint.EnableAutoAnchor
    Joint.TargetAnchor
    Joint.TargetAnchorRotation
    Joint.JointBreak
    Actor.SetLayerRecursive(Int32)
    Actor.SetLayerNameRecursive(String)
    Actor.HasTag()
    Actor.HasTag(Tag)
    Actor.HasTag(String)
    Actor.AddTag(Tag)
    Actor.AddTagRecursive(Tag)
    Actor.RemoveTag(Tag)
    Actor.SetParent(Actor, Boolean, Boolean)
    Actor.GetChild(Int32)
    Actor.GetChild(String)
    Actor.GetChild(Type)
    Actor.GetChildren(Type)
    Actor.DestroyChildren(Single)
    Actor.GetScript(Int32)
    Actor.GetScript(Type)
    Actor.GetScripts(Type)
    Actor.AddMovement(Vector3)
    Actor.AddMovement(Vector3, Quaternion)
    Actor.GetWorldToLocalMatrix(Matrix)
    Actor.GetLocalToWorldMatrix(Matrix)
    Actor.OnDebugDraw()
    Actor.OnDebugDrawSelected()
    Actor.GetPrefabRoot()
    Actor.FindActor(String)
    Actor.FindActor(Type, Boolean)
    Actor.FindActor(Type, String)
    Actor.FindActor(Type, Tag, Boolean)
    Actor.FindScript(Type)
    Actor.HasActorInHierarchy(Actor)
    Actor.HasActorInChildren(Actor)
    Actor.IntersectsItself(Ray, Single, Vector3)
    Actor.Intersects(Ray, Single, Vector3)
    Actor.LookAt(Vector3)
    Actor.LookAt(Vector3, Vector3)
    Actor.LookingAt(Vector3)
    Actor.LookingAt(Vector3, Vector3)
    Actor.ToBytes(Actor[])
    Actor.FromBytes(Byte[])
    Actor.FromBytes(Byte[], Dictionary<Guid, Guid>)
    Actor.TryGetSerializedObjectsIds(Byte[])
    Actor.ToJson()
    Actor.FromJson(String)
    Actor.Clone()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.OnParentChanged()
    Actor.OnTransformChanged()
    Actor.OnActiveChanged()
    Actor.OnActiveInTreeChanged()
    Actor.OnOrderInParentChanged()
    Actor.OnStaticFlagsChanged()
    Actor.OnLayerChanged()
    Actor.OnBeginPlay()
    Actor.OnEndPlay()
    Actor.AddStaticFlags(StaticFlags)
    Actor.RemoveStaticFlags(StaticFlags)
    Actor.SetStaticFlag(StaticFlags, Boolean)
    Actor.HasStaticFlag(StaticFlags)
    Actor.ResetLocalTransform()
    Actor.AddChild(Type)
    Actor.AddChild<T>()
    Actor.GetChild<T>()
    Actor.TryGetChild<T>(T)
    Actor.GetOrAddChild<T>()
    Actor.AddScript(Type)
    Actor.AddScript<T>()
    Actor.GetScript<T>()
    Actor.TryGetScript<T>(T)
    Actor.FindScript<T>()
    Actor.FindActor<T>(Boolean)
    Actor.FindActor<T>(String)
    Actor.FindActor<T>(Tag, Boolean)
    Actor.GetChildren<T>()
    Actor.GetScripts<T>()
    Actor.RotateAround(Vector3, Vector3, Single, Boolean)
    Actor.ToString()
    Actor.Children
    Actor.Tags
    Actor.Layer
    Actor.Name
    Actor.IsActive
    Actor.StaticFlags
    Actor.PerInstanceRandom
    Actor.LocalPosition
    Actor.LocalOrientation
    Actor.LocalScale
    Actor.Sphere
    Actor.Box
    Actor.BoxWithChildren
    Actor.EditorBox
    Actor.EditorBoxChildren
    Actor.HasContentLoaded
    Actor.IsPrefabRoot
    Actor.IsStatic
    Actor.IsTransformStatic
    Actor.WorldToLocalMatrix
    Actor.LocalToWorldMatrix
    SceneObject.SetParent(Actor, Boolean)
    SceneObject.LinkPrefab(Guid, Guid)
    SceneObject.BreakPrefabLink()
    SceneObject.GetNamePath(Char)
    SceneObject.IsDuringPlay
    SceneObject.HasParent
    SceneObject.HasPrefabLink
    SceneObject.PrefabID
    SceneObject.PrefabObjectID
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [ActorContextMenu("New/Physics/Joints/Slider Joint")]
    [ActorToolbox("Physics")]
    [Unmanaged]
    public class SliderJoint : Joint, ISerializable

    Constructors

    SliderJoint()

    Initializes a new instance of the SliderJoint.

    Declaration
    public SliderJoint()

    Properties

    CurrentPosition

    Gets the current displacement of the joint along its axis.

    Declaration
    [Unmanaged]
    public float CurrentPosition { get; }
    Property Value
    System.Single

    CurrentVelocity

    Gets the current velocity of the joint along its axis.

    Declaration
    [Unmanaged]
    public float CurrentVelocity { get; }
    Property Value
    System.Single

    Flags

    Gets or sets the joint mode flags. Controls joint behaviour.

    Declaration
    [EditorOrder(100)]
    [EditorDisplay("Joint", null)]
    [Unmanaged]
    public SliderJointFlag Flags { get; set; }
    Property Value
    SliderJointFlag

    Limit

    Gets or sets the joint limit properties.

    Declaration
    [EditorOrder(110)]
    [EditorDisplay("Joint", null)]
    [Unmanaged]
    public LimitLinearRange Limit { get; set; }
    Property Value
    LimitLinearRange

    Remarks

    Determines the limit of the joint. Limit constrains the motion to the specified angle range. You must enable the limit flag on the joint in order for this to be recognized.

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)

    See Also

    Joint
    In This Article
    Back to top Copyright © 2012-2024 Wojciech Figat