PhysicsJointTorqueX# ( joint )
Parameters
| joint - a current physics joint handle |
Description
|
Returns the X component of a joint's constraint torque. Returns the X component of the native solved constraint torque in newton-metres, in world axes, acting on body B. The opposite reaction acts on body A. Positive angular quantities follow the right-hand rule. Torque includes angular constraints, springs, motors and limits where supported; the moment of anchor force (r cross force) is separate. A distance joint has no angular constraint torque. Read after StepPhysics. This is the cached solver impulse divided by the world's most recent substep duration, not a force inferred from displacement or an average across the whole frame. Sleeping/disabled joints may retain an earlier impulse. Changes to configuration take effect on the next solve. Invalid, stale or wrong-kind handles raise a runtime error. Requires Extended mode. See also: PhysicsJointSpring, PhysicsJointFrame, PhysicsJointThresholds, PhysicsJointEventJoint, StepPhysics. |
Example
; PhysicsJointTorqueX Example ; --------------------------- ; Requires Extended mode. Graphics3D 640,480,0,2 SetBuffer BackBuffer() Const PHYSICS_STATIC=0 Const PHYSICS_DYNAMIC=2 camera=CreateCamera() PositionEntity camera,0,3,-7 RotateEntity camera,20,0,0 light=CreateLight() RotateEntity light,45,-30,0 AmbientLight 60,60,60 ; An independent Box3D world with standard gravity world=CreatePhysicsWorld() ; Blue static floor ground=CreateCube() ScaleEntity ground,6,0.5,6 PositionEntity ground,0,-0.5,0 EntityColor ground,80,160,255 ground_body=CreatePhysicsBody(world,ground,PHYSICS_STATIC) ground_shape=PhysicsBodyBox(ground_body,12,1,12) ; A static post, and a door hinged to it on a vertical axis post=CreateCube() ScaleEntity post,0.1,1.5,0.1 PositionEntity post,-1.5,1.5,0 EntityColor post,150,150,160 post_body=CreatePhysicsBody(world,post,PHYSICS_STATIC) post_shape=PhysicsBodyBox(post_body,0.2,3,0.2) door=CreateCube() ScaleEntity door,1.2,1.4,0.05 PositionEntity door,-0.2,1.5,0 EntityColor door,255,120,70 door_body=CreatePhysicsBody(world,door,PHYSICS_DYNAMIC) door_shape=PhysicsBodyBox(door_body,2.4,2.8,0.1) PhysicsBodyDamping door_body,0,1 hinge=CreatePhysicsHingeJoint(post_body,door_body,-1.4,1.5,0,0,1,0) While Not KeyDown(1) ; Space pushes the far edge of the door If KeyHit(57) TFormPoint 1,0,0,door,0 PhysicsBodyImpulseAt door_body,0,0,2,TFormedX(),TFormedY(),TFormedZ() EndIf StepPhysics world,1.0/60.0,4 ; Arrow keys move the camera If KeyDown(200) Then MoveEntity camera,0,0,0.1 If KeyDown(208) Then MoveEntity camera,0,0,-0.1 If KeyDown(203) Then TurnEntity camera,0,1,0 If KeyDown(205) Then TurnEntity camera,0,-1,0 RenderWorld Text 0,0,"Arrow keys: move camera Space: push Esc: exit" Text 0,20,"PhysicsJointTorqueX(hinge) = "+PhysicsJointTorqueX(hinge)+" N m" Text 0,40,"The hinge also stops the heavy free end from drooping" Text 0,60,"(force "+PhysicsJointForceX(hinge)+", "+PhysicsJointForceY(hinge)+", "+PhysicsJointForceZ(hinge)+" N)" Text 0,80,"(torque "+PhysicsJointTorqueX(hinge)+", "+PhysicsJointTorqueY(hinge)+", "+PhysicsJointTorqueZ(hinge)+" N m)" Flip Wend FreePhysicsWorld world End
Index