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playcanvas

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PlayCanvas WebGL game engine

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/** * The JointComponent adds a physics joint constraint linking two rigid bodies. * * @ignore */ export class JointComponent extends Component { /** * Create a new JointComponent instance. * * @param {JointComponentSystem} system - The ComponentSystem that created this Component. * @param {Entity} entity - The Entity that this Component is attached to. */ constructor(system: JointComponentSystem, entity: Entity); _constraint: any; _entityA: any; _entityB: any; _breakForce: number; _enableCollision: boolean; _linearMotionX: string; _linearLimitsX: Vec2; _linearSpringX: boolean; _linearStiffnessX: number; _linearDampingX: number; _linearEquilibriumX: number; _linearMotionY: string; _linearLimitsY: Vec2; _linearSpringY: boolean; _linearStiffnessY: number; _linearDampingY: number; _linearEquilibriumY: number; _linearMotionZ: string; _linearLimitsZ: Vec2; _linearSpringZ: boolean; _linearStiffnessZ: number; _linearDampingZ: number; _linearEquilibriumZ: number; _angularMotionX: string; _angularLimitsX: Vec2; _angularSpringX: boolean; _angularStiffnessX: number; _angularDampingX: number; _angularEquilibriumX: number; _angularMotionY: string; _angularLimitsY: Vec2; _angularSpringY: boolean; _angularStiffnessY: number; _angularDampingY: number; _angularEquilibriumY: number; _angularMotionZ: string; _angularLimitsZ: Vec2; _angularSpringZ: boolean; _angularEquilibriumZ: number; _angularDampingZ: number; _angularStiffnessZ: number; set entityA(body: any); get entityA(): any; set entityB(body: any); get entityB(): any; set breakForce(force: number); get breakForce(): number; set enableCollision(enableCollision: boolean); get enableCollision(): boolean; set angularLimitsX(limits: Vec2); get angularLimitsX(): Vec2; set angularMotionX(value: string); get angularMotionX(): string; set angularLimitsY(limits: Vec2); get angularLimitsY(): Vec2; set angularMotionY(value: string); get angularMotionY(): string; set angularLimitsZ(limits: Vec2); get angularLimitsZ(): Vec2; set angularMotionZ(value: string); get angularMotionZ(): string; set linearLimitsX(limits: Vec2); get linearLimitsX(): Vec2; set linearMotionX(value: string); get linearMotionX(): string; set linearLimitsY(limits: Vec2); get linearLimitsY(): Vec2; set linearMotionY(value: string); get linearMotionY(): string; set linearLimitsZ(limits: Vec2); get linearLimitsZ(): Vec2; set linearMotionZ(value: string); get linearMotionZ(): string; _convertTransform(pcTransform: any, ammoTransform: any): void; _updateAngularLimits(): void; _updateLinearLimits(): void; _createConstraint(): void; _destroyConstraint(): void; initFromData(data: any): void; _onSetEnabled(prop: any, old: any, value: any): void; _onBeforeRemove(): void; } import { Component } from '../component.js'; import { Vec2 } from '../../../core/math/vec2.js'; import type { JointComponentSystem } from './system.js'; import type { Entity } from '../../entity.js';