Documentation
    Preparing search index...

    Interface JointBinding

    The body-local frames a joint is registered with — everything Joint.toDescriptor needs that only a world can compute.

    Built by PhysicsWorld.addJoint from the joint's world-space anchors and axis and the bodies' poses (see the module header). Handed straight to toDescriptor, whose result the adapter consumes synchronously; the vectors are references, not copies, exactly as Collider.toDescriptor's are.

    interface JointBinding {
        anchorA: Vector3;
        anchorB: Vector3;
        axis: Vector3;
        bodyA: PhysicsBodyHandle;
        bodyB: PhysicsBodyHandle;
    }
    Index
    anchorA: Vector3

    Joint.anchorA in bodyA's local frame; the origin when unset.

    anchorB: Vector3

    Joint.anchorB in bodyB's local frame; the origin when unset.

    axis: Vector3

    The joint's axis in bodyA's local frame, unit length — zero for a joint type that has no axis, and zero for a hinge in a "3d" world that was never given one, which validation then rejects.

    Solver handle of Joint.bodyA.

    Solver handle of Joint.bodyB.