Joint3D class abstract

What a joint holds its entity's body to. The joint is on one entity (A) and names the other (connectedBody, B); none joins A to the world.

Anchors are in each entity's own space; the joint is made where the bodies are when both exist, and made again when a setting changes. Jointed bodies still collide with each other: leave a gap between them, or put them on layers that do not collide.

Inheritance
Implementers

Constructors

Joint3D({EntityTarget connectedBody = EntityTarget.none, Vector3? anchor, bool enabled = true})
A joint to connectedBody at anchor.

Properties

anchor ↔ Vector3
Where on this entity the joint holds, in its own space.
getter/setter pair
componentType → Type
Type identifier for this component
no setterinherited
connectedBody ↔ EntityTarget
The other body's entity; none for the world.
getter/setter pair
enabled ↔ bool
Whether the joint acts.
getter/setter pair
hashCode → int
The hash code for this object.
no setterinherited
joint ↔ int
The physics engine's joint, or 0 while it has none. Runtime only.
getter/setter pair
kind → JointKind3D
Which kind of joint this is.
no setter
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
onAttach(EntityId entityId) → void
Called when this component is added to an entity.
inherited
onDetach(EntityId entityId) → void
Called when this component is removed from an entity.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited