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
connectedBodyatanchor.
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