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eulerjs API / @eulerjs/core / SixDofJointOptions

SixDofJointOptions ​

Defined in: packages/core/src/joints/SixDofJoint.ts:67

Extends ​

Properties ​

PropertyTypeDescriptionInherited fromDefined in
anchor?Vector3Where the joint is, in world space, as the bodies are now. Defaults to body A's origin.-packages/core/src/joints/SixDofJoint.ts:69
angular?SixAxes<AxisMotion>What it lets that frame do turning: twist about its x axis, swing about the other frame's y and z. Defaults to all locked.-packages/core/src/joints/SixDofJoint.ts:82
angularDrives?SixAxes<JointDrive | undefined>--packages/core/src/joints/SixDofJoint.ts:84
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.-packages/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.-packages/core/src/joints/SixDofJoint.ts:73
frameB?JointFrameAnd on body B, in B's frame, or in the world without body B.-packages/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.-packages/core/src/joints/SixDofJoint.ts:91
linear?SixAxes<AxisMotion>What the joint lets frame B do along frame A's x, y and z axes; for a joint to the world, what it lets body A's frame do in the world's. Defaults to all locked.-packages/core/src/joints/SixDofJoint.ts:80
linearDrives?SixAxes<JointDrive | undefined>--packages/core/src/joints/SixDofJoint.ts:83
linearFriction?numberFriction along the linear axes it doesn't lock, in N. Defaults to 0.-packages/core/src/joints/SixDofJoint.ts:93
orientationDrive?OrientationDrive--packages/core/src/joints/SixDofJoint.ts:85

Released under the MIT License.