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eulerjs API / @eulerjs/core / ConeTwistJointOptions

ConeTwistJointOptions ​

Defined in: packages/core/src/joints/presets.ts:100

Extends ​

  • PresetOptions

Properties ​

PropertyTypeDescriptionInherited fromDefined in
anchor?Vector3Where the joint is, in world space, as the bodies are now. Defaults to body A's origin.SixDofJointOptions.anchorpackages/core/src/joints/SixDofJoint.ts:69
axis?Vector3The joint's x axis, in world space, as the bodies are now: the twist axis, a hinge's axis, a slider's direction. Defaults to world x.SixDofJointOptions.axispackages/core/src/joints/SixDofJoint.ts:71
bodyABody-BaseJointOptions.bodyApackages/core/src/joints/BaseJoint.ts:5
bodyB?BodyThe other body. Leave out to tie body A to the world.BaseJointOptions.bodyBpackages/core/src/joints/BaseJoint.ts:7
breakForce?numberThe joint breaks, and the world removes it, once it carries more force than this, in newtons. Defaults to Infinity.BaseJointOptions.breakForcepackages/core/src/joints/BaseJoint.ts:16
breakTorque?numberThe joint breaks once it carries more torque than this, in newton metres. Defaults to Infinity.BaseJointOptions.breakTorquepackages/core/src/joints/BaseJoint.ts:18
collideConnected?boolean | "unlessOverlapping"Whether the two bodies still collide with each other. Defaults to true; turn it off for parts that overlap where they are joined, such as a ragdoll's thigh and shin. 'unlessOverlapping' decides when the joint is added to the world: they collide unless their colliders overlap then, as joined limbs do and a shoulder that clears the chest doesn't.BaseJointOptions.collideConnectedpackages/core/src/joints/BaseJoint.ts:14
frameA?JointFrameOr the joint's frame on body A exactly, in A's own frame, instead of anchor and axis.SixDofJointOptions.frameApackages/core/src/joints/SixDofJoint.ts:73
frameB?JointFrameAnd on body B, in B's frame, or in the world without body B.SixDofJointOptions.frameBpackages/core/src/joints/SixDofJoint.ts:75
friction?numberFriction in the joint, in N·m: every angular axis it doesn't lock resists turning with up to this much torque, as a stiff joint or tensed muscles do; a joint that locks none, such as a ball joint, resists turning every way alike. Defaults to 0.SixDofJointOptions.frictionpackages/core/src/joints/SixDofJoint.ts:91
linearFriction?numberFriction along the linear axes it doesn't lock, in N. Defaults to 0.SixDofJointOptions.linearFrictionpackages/core/src/joints/SixDofJoint.ts:93
orientationDrive?OrientationDriveTurns the limb toward an orientation, as a muscle would; see OrientationDrive.-packages/core/src/joints/presets.ts:102
swingLimit?| number | { aboutY: number; aboutZ: number; }How far the axis may tilt away from where it was, in radians: one angle for a round cone, or one about each of the joint's y and z axes for an oval one. Defaults to tilting freely.-packages/core/src/joints/presets.ts:107
twistLimits?JointLimitsHow far it may twist about its axis, in radians. Defaults to twisting freely.-packages/core/src/joints/presets.ts:109

Released under the MIT License.