Physics.DistanceConstraint¶
Name | Mandatory | Description | Default | Type |
---|---|---|---|---|
⬅️ Input |
The input of the shard, if any | Any |
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Output ➡️ |
The resulting output of the shard | Any |
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FirstBody |
No | The first body, keep unset to attach to the fixed world | none |
Var(Physics.Body) None |
SecondBody |
No | The second body, keep unset to attach to the fixed world | none |
Var(Physics.Body) None |
Static |
No | Static node, persist when not activated | false |
Bool |
Enabled |
No | Can be used to toggle this node when it has static persistence | true |
Bool Var(Bool) |
Space |
No | This determines in which space the constraint is setup, all other properties should be in the specified space | ConstraintSpace::LocalToBodyCOM |
ConstraintSpace |
FirstPoint |
No | The position of the connection point for the first body. | @f3(0 0 0) |
Float3 Var(Float3) |
SecondPoint |
No | The position of the connection point for the second body. | @f3(0 0 0) |
Float3 Var(Float3) |
MinDistance |
No | Minimum distance between the two points. If the value is negative, it will be replaced by the distance between FirstPoint and SecondPoint (works only if Space is world space) | -1 |
Float Var(Float) |
MaxDistance |
No | Maximum distance between the two points. If the value is negative, it will be replaced by the distance between FirstPoint and SecondPoint (works only if Space is world space) | -1 |
Float Var(Float) |
LimitSpring |
No | When set, makes the limits soft | {damping: 1 frequency: 0} |
None {frequency: Float damping: Float} {stiffness: Float damping: Float} Var({frequency: Float damping: Float}) Var({stiffness: Float damping: Float}) |
This shard creates a tether between two bodies, keeping the distance between them within the range specified in the MinDistance and MaxDistance parameters.