Libraries.Game.Physics.Joints.SliderJoint3D Documentation

This class defines a slider joint.

Inherits from: Libraries.Game.Physics.Joints.Joint3D, Libraries.Language.Object

Summary

Variable Summary Table

VariablesDescription
number SLIDER_CONSTRAINT_DEF_SOFTNESS
number SLIDER_CONSTRAINT_DEF_RESTITUTION
number SLIDER_CONSTRAINT_DEF_DAMPING

Actions Summary Table

ActionsDescription
BuildJacobian()This action is called by the Collision Solver to gather information on the joint before calling the SolveJoint action.
Compare(Libraries.Language.Object object)This action compares two object hash codes and returns an integer.
Equals(Libraries.Language.Object object)This action determines if two objects are equal based on their hash code values.
GetAppliedImpulse()This action returns the amount of impulse that should be applied to the items in the joints to allow them to continue to be joined.
GetEdgeA()This action returns the first JointEdge3D stored inside this Joint3D.
GetEdgeB()This action returns the second JointEdge3D stored inside this Joint3D.
GetHashCode()This action gets the hash code for an object.
GetInformation(Libraries.Game.Physics.CollisionSolverInformation3D information)
GetItemA()This action returns the first 3D item that is joined by this Joint3D.
GetItemB()This action returns the second 3D item that is joined by this Joint3D.
GetNext()This action gets you the next information about a joint (stored in another Joint3D) inside a linked list of Joint3Ds.
GetPrevious()This action gets you the previous information about a joint (stored in another Joint3D) inside a linked list of Joint3Ds.
GetType()This action returns the type of joint that you have.
InCollisionGroup()This action returns whether this joint is been accounted for in a collision group.
Initialize(Libraries.Interface.Item3D itemA, Libraries.Interface.Item3D itemB, Libraries.Game.Collision.PhysicsPosition3D positionA, Libraries.Game.Collision.PhysicsPosition3D positionB, boolean useLinearReferenceFrameA)This action initializes where the slider joint is and what items are associated with the slider joint.
SetAppliedImpulse(number impulse)This action sets the amount of impulse that should be applied to the items in the joints to allow them to continue to be joined.
SetEdgeA(Libraries.Game.Physics.Joints.JointEdge3D edgeA)This action sets the first JointEdge3D stored inside this Joint3D.
SetEdgeB(Libraries.Game.Physics.Joints.JointEdge3D edgeB)This action sets the second JointEdge3D stored inside this Joint3D.
SetInCollisionGroup(boolean flag)This action sets whether this joint is been accounted for in a collision group.
SetItemA(Libraries.Interface.Item3D item)This action sets the first 3D item that is joined by this Joint3D.
SetItemB(Libraries.Interface.Item3D item)This action sets the second 3D item that is joined by this Joint3D.
SetLowerAngularLimit(number lowerLimit)This action sets how much the moving object should be able to rotate along the axis of slide.
SetLowerLinearLimit(number lowerLimit)This action sets the lower linear limit to how much the moving object should be able to slide.
SetNext(Libraries.Game.Physics.Joints.Joint3D next)This action lets you store another information about a joint (stored in another Joint3D) as a next link to the current Joint3D.
SetPrevious(Libraries.Game.Physics.Joints.Joint3D previous)This action lets you store another information about a joint (stored in another Joint3D) as a previous link to the current Joint3D.
SetType(integer type)This action sets the type of joint that you have.
SetUpperAngularLimit(number upperLimit)This action sets how much the moving object should be able to rotate along the axis of slide.
SetUpperLinearLimit(number upperLimit)This action sets the upper linear limit to how much the moving object should be able to slide.
SolveJoint(number timeStep)This action solves the constraint of this joint and make sure that objects A and B is able to move accordint to the joint constraint applied.

Actions Documentation

BuildJacobian()

This action is called by the Collision Solver to gather information on the joint before calling the SolveJoint action. This action is used internally.

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Example Code

Object o
        Object t
        integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Example Code

use Libraries.Language.Object
        use Libraries.Language.Types.Text
        Object o
        Text t
        boolean result = o:Equals(t)

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

GetAppliedImpulse()

This action returns the amount of impulse that should be applied to the items in the joints to allow them to continue to be joined.

Return

number: the amount of impulse that should be applied to the items.

GetEdgeA()

This action returns the first JointEdge3D stored inside this Joint3D.

Return

Libraries.Game.Physics.Joints.JointEdge3D: the first JointEdge3D stored inside this Joint3D.

GetEdgeB()

This action returns the second JointEdge3D stored inside this Joint3D.

Return

Libraries.Game.Physics.Joints.JointEdge3D: the second JointEdge3D stored inside this Joint3D.

GetHashCode()

This action gets the hash code for an object.

Example Code

Object o
        integer hash = o:GetHashCode()

Return

integer: The integer hash code of the object.

GetInformation(Libraries.Game.Physics.CollisionSolverInformation3D information)

Parameters

GetItemA()

This action returns the first 3D item that is joined by this Joint3D.

Return

Libraries.Interface.Item3D: the first 3D item that is joined by this Joint3D.

GetItemB()

This action returns the second 3D item that is joined by this Joint3D.

Return

Libraries.Interface.Item3D: the second 3D item that is joined by this Joint3D.

GetNext()

This action gets you the next information about a joint (stored in another Joint3D) inside a linked list of Joint3Ds.

Return

Libraries.Game.Physics.Joints.Joint3D: the next joint.

GetPrevious()

This action gets you the previous information about a joint (stored in another Joint3D) inside a linked list of Joint3Ds.

Return

Libraries.Game.Physics.Joints.Joint3D: the previous joint.

GetType()

This action returns the type of joint that you have.

Return

integer: the type of joint that you have.

InCollisionGroup()

This action returns whether this joint is been accounted for in a collision group.

Return

boolean: true when the joint has already been assigned to a collision group, false if the joint is not

Initialize(Libraries.Interface.Item3D itemA, Libraries.Interface.Item3D itemB, Libraries.Game.Collision.PhysicsPosition3D positionA, Libraries.Game.Collision.PhysicsPosition3D positionB, boolean useLinearReferenceFrameA)

This action initializes where the slider joint is and what items are associated with the slider joint.

Parameters

SetAppliedImpulse(number impulse)

This action sets the amount of impulse that should be applied to the items in the joints to allow them to continue to be joined.

Parameters

SetEdgeA(Libraries.Game.Physics.Joints.JointEdge3D edgeA)

This action sets the first JointEdge3D stored inside this Joint3D.

Parameters

SetEdgeB(Libraries.Game.Physics.Joints.JointEdge3D edgeB)

This action sets the second JointEdge3D stored inside this Joint3D.

Parameters

SetInCollisionGroup(boolean flag)

This action sets whether this joint is been accounted for in a collision group.

Parameters

SetItemA(Libraries.Interface.Item3D item)

This action sets the first 3D item that is joined by this Joint3D.

Parameters

SetItemB(Libraries.Interface.Item3D item)

This action sets the second 3D item that is joined by this Joint3D.

Parameters

SetLowerAngularLimit(number lowerLimit)

This action sets how much the moving object should be able to rotate along the axis of slide.

Parameters

SetLowerLinearLimit(number lowerLimit)

This action sets the lower linear limit to how much the moving object should be able to slide.

Parameters

SetNext(Libraries.Game.Physics.Joints.Joint3D next)

This action lets you store another information about a joint (stored in another Joint3D) as a next link to the current Joint3D.

Parameters

SetPrevious(Libraries.Game.Physics.Joints.Joint3D previous)

This action lets you store another information about a joint (stored in another Joint3D) as a previous link to the current Joint3D.

Parameters

SetType(integer type)

This action sets the type of joint that you have. BallAndSocket = 0, Hinge = 1, Customizable = 2, Slider = 3

Parameters

SetUpperAngularLimit(number upperLimit)

This action sets how much the moving object should be able to rotate along the axis of slide.

Parameters

SetUpperLinearLimit(number upperLimit)

This action sets the upper linear limit to how much the moving object should be able to slide.

Parameters

SolveJoint(number timeStep)

This action solves the constraint of this joint and make sure that objects A and B is able to move accordint to the joint constraint applied. This action is used internally.

Parameters