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Q3 Physics Joints
Since Rev. 2724 we provide joint setup for colliders in Q3 Physics engine.
It is possible to setup joints at design and at runtime.
We support a few standard joint types:
JointType | Description |
---|---|
TQ3JointType.Fixed | Constrains two rigid bodies together, removing their ability to act independent of each other. |
TQ3JointType.BallAndSocket | Allows motion around an indefinite number of axes. Humans have such joints in the hips and shoulders. |
TQ3JointType.Hinge | Allows free rotation on one axis. Can be used for spinning wheels and carousels. |
TQ3JointType.LimitedHinge | Allows limited articulation on one axis. Humans have such joints in the fingers and knees. |
TQ3JointType.Prismatic | Constrains two bodies to a sliding motion on one axis. Can be used to make various sliding doors. |
TQ3JointType.StiffSpring | Constrains two bodies to be a certain distance apart from each other. |
TQ3JointType.Magnet | Constrains two bodies, where one is to be the magnet, while the other body is forced towards it in linear velocity by their difference in mass. |
TQ3JointType.Buoyancy | Constrains two bodies to simulate floating bodies, f.e. on water surface. |
Fixed Joint
Constrains two rigid bodies together, removing their ability to act independent of each other.