RotateP
A RotateP object joins two parts together and allows rotation about a set axis. The joint will attempt to rotate the two parts until a desired rotational position is reached. This object is most commonly created by the SteppingMotor Enum.SurfaceType. If created through a script, a RotateP's behavior is still governed by the SurfaceInput of JointInstance.Part0.
The three inputs of note are as follows:
- NoInput: The joint will not rotate under its own power. It can still be rotated by external forces (such as from a character pushing one of the parts).
- Constant: The joint will rotate based on the ParamB property of JointInstance.Part0. This rotation is measured in radians per physics frame (which is approximately 1/60th of a second).
- Sin: The joint will rotate based on the ParamA and ParamB properties of JointInstance.Part0. The rotation measured in radians per physics frame is calculated by the function: RotationRate = ParamA _ sin(distributedGameTime _ ParamB). distributedGameTime is the current time of the game measured in seconds.
Resumo
Propriedades
Propriedades herdados de DynamicRotateThe base angle of the DynamicRotate object, in radians.
Determines if the joint is currently active in the world.
Determines how the offset point is attached to JointInstance.Part0.
Is subtracted from the JointInstance.C0 property to create an offset point for JointInstance.Part1.
Sets whether the joint is active or not.
The first BasePart that the joint connects.
The second BasePart that the joint connects.