reckfellENGINE

Joint3D

Abstract base class for all 3D physics joints.

On this page
class Joint3DReckfellSharpInherits Entity3D

Abstract base class for all 3D physics joints.

Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies (node_a and node_b) and apply a constraint. If only one body is defined, it is attached to a fixed StaticBody3D without collision shapes.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Properties4

EntityAProperty
# EntityA
C#
public EntityPath EntityA { get; set; }

Path to the first node (A) attached to the joint. The node must inherit PhysicsBody3D. If left empty and node_b is set, the body is attached to a fixed StaticBody3D without collision shapes.

EntityBProperty
# EntityB
C#
public EntityPath EntityB { get; set; }

Path to the second node (B) attached to the joint. The node must inherit PhysicsBody3D. If left empty and node_a is set, the body is attached to a fixed StaticBody3D without collision shapes.

ExcludeEntitiesFromCollisionProperty
# ExcludeEntitiesFromCollision
C#
public bool ExcludeEntitiesFromCollision { get; set; }

If true, the two bodies bound together do not collide with each other.

SolverPriorityProperty
# SolverPriority
C#
public int SolverPriority { get; set; }

The priority specifies how accurately a joint is solved. Generally, higher values improve accuracy. This has very different implementations between Reckfell Physics and Jolt Physics: Reckfell Physics: Values above 1 have a performance impact. Joint is solved max(1, solver_priority) * iterations times. A value of 4 would solve the same joint 4× additional times per physics step. Jolt Physics: Aside from sorting the joints, there is no performance impact with higher values. Joints with high priorities are solved later. A value of 4 would solve after priorities of 0, 1, 2, and 3. Later joints have the final say between the two bodies they connect. Negative values are not allowed and will be silently max(0, solver_priority) when set.

Methods9

GetEntityAEntityPath
# GetEntityA
C#
public EntityPath GetEntityA();
Returns EntityPath
GetEntityBEntityPath
# GetEntityB
C#
public EntityPath GetEntityB();
Returns EntityPath
GetExcludeEntitiesFromCollisionbool
# GetExcludeEntitiesFromCollision
C#
public bool GetExcludeEntitiesFromCollision();
Returns bool
GetRidRid
# GetRid
C#
public Rid GetRid();

Returns the joint's internal Rid from the PhysicsServer3D.

Returns Rid
GetSolverPriorityint
# GetSolverPriority
C#
public int GetSolverPriority();
Returns int
SetEntityAvoid
# SetEntityA
C#
public void SetEntityA(EntityPath node);
Parameters
NameTypeDefault
nodeEntityPath—
SetEntityBvoid
# SetEntityB
C#
public void SetEntityB(EntityPath node);
Parameters
NameTypeDefault
nodeEntityPath—
SetExcludeEntitiesFromCollisionvoid
# SetExcludeEntitiesFromCollision
C#
public void SetExcludeEntitiesFromCollision(bool enable);
Parameters
NameTypeDefault
enablebool—
SetSolverPriorityvoid
# SetSolverPriority
C#
public void SetSolverPriority(int priority);
Parameters
NameTypeDefault
priorityint—
Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
Reckfell guides and full API K
reckfellENGINE
RECKFELL ACCOUNT

Sign in

Sign in to your Reckfell account.

One account for the entire Reckfell platform.