let joint = new BABYLON.HingeConstraint(
new BABYLON.Vector3(0, 0, -0.5),
new BABYLON.Vector3(0, 0, 1.5),
undefined,
undefined,
scene
);
What do the HingeConstraint parameters mean?
I need more params mean!
It feels so bad to guess!
let joint = new BABYLON.BallAndSocketConstraint(
new BABYLON.Vector3(-0.5, 0, -0.5),
new BABYLON.Vector3(-0.5, 0, 0.5),
new BABYLON.Vector3(0, 1, 0),
new BABYLON.Vector3(0, 1, 0),
scene
);
let joint = new BABYLON.PrismaticConstraint(
new BABYLON.Vector3(0, 0, -0.2),
new BABYLON.Vector3(0, 0, 0.25),
new BABYLON.Vector3(0, 1, 0),
new BABYLON.Vector3(0, 1, 0),
scene
);
let joint = new BABYLON.LockConstraint(
new BABYLON.Vector3(0.5, 0.5, -0.5),
new BABYLON.Vector3(-0.5, -0.5, 0.5),
new BABYLON.Vector3(0, 1, 0),
new BABYLON.Vector3(0, 1, 0),
scene
);
let joint = new BABYLON.SliderConstraint(
new BABYLON.Vector3(0, 0, -0.2),
new BABYLON.Vector3(0, 0, 0.25),
new BABYLON.Vector3(0, 1, 0),
new BABYLON.Vector3(0, 1, 0),
scene
);
let joint = new BABYLON.Physics6DoFConstraint(
{
pivotA: new BABYLON.Vector3(0, -0.5, 0),
pivotB: new BABYLON.Vector3(0, 0.5, 0),
perpAxisA: new BABYLON.Vector3(1, 0, 0),
perpAxisB: new BABYLON.Vector3(1, 0, 0),
},
[
{
axis: BABYLON.PhysicsConstraintAxis.LINEAR_DISTANCE,
minLimit: 1,
maxLimit: 2,
},
],
scene
);