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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

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
jit.phys.body
jit.phys.hinge
jit.phys.conetwist
jit.phys.barslide
jit.phys.6dof