Click or drag to resize

HingeJoint Properties

The HingeJoint type exposes the following members.

Properties
  NameDescription
Public property_ImportPath (Inherited from Node.)
Public propertyAngularLimit__bias

The speed with which the rotation across the axis perpendicular to the hinge gets corrected.

Public propertyAngularLimit__enable

If true, the hinges maximum and minimum rotation, defined by AngularLimit__lower and AngularLimit__upper has effects.

Public propertyAngularLimit__lower

The minimum rotation. Only active if AngularLimit__enable is true.

Public propertyAngularLimit__relaxation

The lower this value, the more the rotation gets slowed down.

Public propertyAngularLimit__softness
Public propertyAngularLimit__upper

The maximum rotation. Only active if AngularLimit__enable is true.

Public propertyCollision__excludeNodes

If true, the two bodies of the nodes are not able to collide with each other.

(Inherited from Joint.)
Public propertyCustomMultiplayer

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

(Inherited from Node.)
Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyEditorDescription (Inherited from Node.)
Public propertyFilename

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

(Inherited from Node.)
Public propertyGizmo

The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor.

(Inherited from Spatial.)
Public propertyGlobalTransform

World space (global) Transform of this node.

(Inherited from Spatial.)
Public propertyMotor__enable

When activated, a motor turns the hinge.

Public propertyMotor__maxImpulse

Maximum acceleration for the motor.

Public propertyMotor__targetVelocity

Target speed for the motor.

Public propertyMultiplayer

The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree).

(Inherited from Node.)
Public propertyName

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.

Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed.

(Inherited from Node.)
Public propertyNativeInstance (Inherited from Object.)
Public propertyNodes__nodeA

The node attached to the first side (A) of the joint.

(Inherited from Joint.)
Public propertyNodes__nodeB

The node attached to the second side (B) of the joint.

(Inherited from Joint.)
Public propertyOwner

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

(Inherited from Node.)
Public propertyParams__bias

The speed with which the two bodies get pulled together when they move in different directions.

Public propertyPauseMode

Pause mode. How the node will behave if the SceneTree is paused.

(Inherited from Node.)
Public propertyProcessPriority

The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.

(Inherited from Node.)
Public propertyRotation

Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.

(Inherited from Spatial.)
Public propertyRotationDegrees

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

(Inherited from Spatial.)
Public propertyScale

Scale part of the local transformation.

(Inherited from Spatial.)
Public propertySolver__priority

The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.

(Inherited from Joint.)
Public propertyTransform

Local space Transform of this node, with respect to the parent node.

(Inherited from Spatial.)
Public propertyTranslation

Local translation of this node.

(Inherited from Spatial.)
Public propertyVisible

If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true).

(Inherited from Spatial.)
Top
See Also