Joint
Inherits: Spatial < Node < Object
Inherited By: ConeTwistJoint, Generic6DOFJoint, HingeJoint, PinJoint, SliderJoint
Base class for all 3D joints.
Description
Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other.
Properties
bool | collision/exclude_nodes | true |
NodePath | nodes/node_a | NodePath("") |
NodePath | nodes/node_b | NodePath("") |
int | solver/priority | 1 |
Property Descriptions
bool collision/exclude_nodes
Default | true |
Setter | set_exclude_nodes_from_collision(value) |
Getter | get_exclude_nodes_from_collision() |
If true
, the two bodies of the nodes are not able to collide with each other.
NodePath nodes/node_a
Default | NodePath("") |
Setter | set_node_a(value) |
Getter | get_node_a() |
The node attached to the first side (A) of the joint.
NodePath nodes/node_b
Default | NodePath("") |
Setter | set_node_b(value) |
Getter | get_node_b() |
The node attached to the second side (B) of the joint.
int solver/priority
Default | 1 |
Setter | set_solver_priority(value) |
Getter | get_solver_priority() |
The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_joint.html