PhysX Joint
Creates a PhysX joint between an ancestor rigid body and a target rigid body. Position and rotation of the entity will be used to create the corresponding joint. Requires scene-options: physics
.
PhysX Joint Attributes
Attribute | Type | Default | Description | Required |
---|---|---|---|---|
type | string; One of: ['Spherical', 'Fixed', 'Revolute', 'Prismatic', 'D6'] |
'Spherical' |
Rigid body joint type to use. Each type has different movement constraints. | No |
target | string | Target object selector. Must be an entity having the physx-body component. If not specified, joins to the initial position in the world. | No | |
breakForce | vector2 | {'x': -1, 'y': -1} |
Force needed to break the constraint. First component is linear force, second is angular force in degrees. Set both components >= 0 to enable. | No |
removeElOnBreak | boolean | False |
If true, removes the entity containing this component when the joint is broken. | No |
collideWithTarget | boolean | False |
If false, collision will be disabled between the rigid body containing the joint and the target rigid body. | No |
softFixed | boolean | False |
When used with a D6 type, sets up a ‘soft’ fixed joint. E.g., for grabbing things. | No |
projectionTolerance | vector2 | {'x': -1, 'y': -1} |
Kinematic projection, which forces joint back into alignment when the solver fails. First component is linear tolerance in meters, second is angular tolerance in degrees. | No |