createJoint
createJoint(
authority,body,options):Entity
Joins body to to, or to the world where to is left out, with a
joint of type, on the world authority decides for, and returns the
joint’s entity: the two bodies hold from the next physics step, the one
of this tick for bodies spawned this tick. Its other anchor and its
frames are resolved from where the bodies stand now, so a hinge’s zero
angle is this pose. A page joins only bodies it holds alone, since no
single solver holds a body the room simulates and one the page does.
Parameters
Section titled “Parameters”| Parameter | Type |
|---|---|
authority |
EntityAuthority |
body |
Entity |
options |
JointOptions |
Returns
Section titled “Returns”Entity
Example
Section titled “Example”const hitch = createJoint(step, trailer, { type: JointType.BallAndSocket, to: kart, anchor: [0, 0.3, -1.2] });