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jit.phys.point2point Reference

A point to point constraint in a physics world

jit.phys.point2point

Description

The jit.phys.point2point object limits the translation so that the local pivot points of 2 jit.phys.body objects match in worldspace. If only a single body is bound, it is constrained to a point in world space.

Examples

A point to point constraint in a physics world

Attributes

body1 [symbol]

The name of the first jit.phys.body to constrain.

body2 [symbol]

The name of the second jit.phys.body to constrain.

collisions [int]

Enables collisions between attached bodies (default = 0.).

enable [int]

Enable this constraint in the physics simulation (default = 1).

position1 [3 floats]

The pivot point of body1 as a 3D vector relative to the body1 center of mass (default = 0 0 0).

position2 [3 floats]

The pivot point of body2 as a 3D vector relative to the body2 center of mass (default = 0 0 0). If body2 is blank, this is the worldspace position of the constraint.

strength [float]

Set the constraint strength (default = 0.2). Determines what proportion of the joint error will be fixed each simulation step. Values between 0.1 and 0.8 are recommended.

stretch [float]

Set the constraint stretch (default = 0.0). Setting to a positive value allows forces acting on rigid bodies to violate the constraint by an amount proportional to the stretch value.

worldname [symbol]

The name of a jit.phys.world context this constraint is bound to.

worldpos [3 floats]

g/s(get)

The derived constraint world position (default = 0 0 0)

worldquat [4 floats]

g/s(get)

The derived constraint world quaternion (default = 0 0 0 1)

Common Box Attributes

annotation [symbol]

Sets the text that will be displayed in the Clue window when the user moves the mouse over the object.

background [int] (default: 0)

Adds or removes the object from the patcher's background layer. background 1 adds the object to the background layer, background 0 removes it. Objects in the background layer are shown behind all objects in the default foreground layer.

color [4 floats]

Sets the color for the object box outline.

fontface [int]

Sets the type style used by the object. The options are:

plain
bold
italic
bold italic Possible values:

0 = 'regular'
1 = 'bold'
2 = 'italic'
3 = 'bold italic'

fontname [symbol]

Sets the object's font.

fontsize [float]

Sets the object's font size (in points). Possible values:

'8'
'9'
'10'
'11'
'12'
'13'
'14'
'16'
'18'
'20'
'24'
'30'
'36'
'48'
'64'
'72'

hidden [int] (default: 0)

Toggles whether an object is hidden when the patcher is locked.

hint [symbol]

Sets the text that will be displayed in as a pop-up hint when the user moves the mouse over the object in a locked patcher.

ignoreclick [int] (default: 0)

Toggles whether an object ignores mouse clicks in a locked patcher.

jspainterfile [symbol]

JS Painter File

patching_rect [4 floats] (default: 0. 0. 100. 0.)

Sets the position and size of the object in the patcher window.

position [2 floats]

g/s(set)

Sets the object's x and y position in both patching and presentation modes (if the object belongs to its patcher's presentation), leaving its size unchanged.

presentation [int] (default: 0)

Sets whether an object belongs to the patcher's presentation.

presentation_rect [4 floats] (default: 0. 0. 0. 0.)

Sets the x and y position and width and height of the object in the patcher's presentation, leaving its patching position unchanged.

rect [4 floats]

g/s(set)

Sets the x and y position and width and height of the object in both patching and presentation modes (if the object belongs to its patcher's presentation).

size [2 floats]

g/s(set)

Sets the object's width and height in both patching and presentation modes (if the object belongs to its patcher's presentation), leaving its position unchanged.

textcolor [4 floats]

Sets the color for the object's text in RGBA format.

textjustification [int]

Sets the justification for the object's text. Possible values:

0 = 'left'
1 = 'center'
2 = 'right'

varname [symbol]

Sets the patcher's scripting name, which can be used to address the object by name in pattr, scripting messages to thispatcher, and the js object.

Messages

reset

Removes any current forces and returns the attached objects to their original position.

See Also

Name Description
Working with OpenGL Working with OpenGL
jit.phys.world Collision detection and rigid body dynamics
jit.phys.body A rigid body and collision shape
jit.phys.hinge A hinge constraint in a physics world
jit.phys.conetwist A conetwist constraint in a physics world
jit.phys.barslide A bar constraint in a physics world
jit.phys.6dof A six degrees of freedom constraint in a physics world