Point_Point : Helper

Point_Point - superclass: Helper; super-superclass:Node - classID: #(1607230723, 1091132200) 

The Reactor dynamics system has been retired and REMOVED from 3ds Max 2012.

   

Value > MAXWrapper > Node > Helper > reactor > Point_Point

Description:

A Point_Point constraint lets you attach two objects together, or an object to a point in world space. It forces its objects to try to share a common point in space. The objects can rotate freely relative to each other, but always have the attachment point in common. When you set up the constraint, the point is defined in the object space of each object involved. During the simulation the constraint tries to apply forces to the objects so that the two pivot points defined by the two objects match.

   

Constructors:

Point_Point... rctPointToPoint... 

   

Properties:

<Point_Point>.childBody (Child_Body) : node 

Get/Set the Child Body node.

   

<Point_Point>.parentBody (Parent_Body) : node 

Get/Set the Parent Body node.

   

<Point_Point>.hasParent (Has_Parent) : boolean 

When set to true , the Parent node will be used.

   

<Point_Point>.xMin (Min_X_Angle) : float 
<Point_Point>.xMax (Max_X_Angle) : float 
<Point_Point>.yMin (Min_Y_Angle) : float 
<Point_Point>.yMax (Max_Y_Angle) : float 
<Point_Point>.zMin (Min_Z_Angle) : float 
<Point_Point>.zMax (Max_Z_Angle) : float 

Get/Set the Minimum and Maximum Angle. Only used when .constraintType is set to 1 - Limited.

   

<Point_Point>.displayXAngle (Display_X_Angle) : boolean 
<Point_Point>.displayYAngle (Display_Y_Angle) : boolean 
<Point_Point>.displayZAngle (Display_Z_Angle) : boolean 

Get/Set the Angles Display checkboxes state. Only used when .constraintType is set to 1 - Limited.

   

<Point_Point>.constraintType (Point_to_Point_Type) : integer 

Get/Set the Constraint Type. Corresponds to the Constraint Type radio buttons in the UI. Possible values are:

0 - Standard (default)

1 - Limited

2 - Stiff Spring

   

<Point_Point>.length (Stiff_spring_length) : float 

Get/Set the Stiff Spring Length value. Only used when . constraintType is set to 2.

   

<Point_Point>.iconSize (Icon_Size) : float 

Get/Set the Icon Size. Corresponds to the "Size" value in the Display group in the UI.

   

<Point_Point>.isBreakable (Is_Breakable) : boolean 

Get/Set the state of the "Breakable" checkbox in the UI. When set to true , the constaint will break when the linear or angular strengths are exceeded.

   

<Point_Point>.linearBreakingStrength (Linear_Strength) : float 

Get/Set the linear breaking strength. Corresponds to the "Linear" spinner in the Breakable group of UI controls.

   

<Point_Point>.angularBreakingStrength (Angular_Strength) : float 

Get/Set the angular breaking strength. Corresponds to the "Angular" spinner in the Breakable group of UI controls.

   

<Point_Point>.strength: float 
<Point_Point>.tau: float 

These two properties govern the impulses applied to the constraint's bodies in order to maintain the constraint, and so how strongly the constraint works to restrict their movement.

   

<Point_Point>.lockSpaces (Lock_Spaces) : boolean 

Get/Set the state of the "Lock Relative Transform" checkbox in the UI.

Interfaces

Interface:rctPointToPointInterface 

Properties:

<Point_Point>.parentBody : node : Read|Write 

Get/Set the Parent Body node.

   

<Point_Point>.childBody : node : Read|Write 

Get/Set the Child Body node.

   

<Point_Point>.hasParent : boolean : Read|Write 

When set to True , the Body B node will be used.

   

<Point_Point>.parentTransform : matrix3 by value : Read|Write 

Get/Set the Parent node's transformation matrix.

   

<Point_Point>.childTransform : matrix3 by value : Read|Write 

Get/Set the Child node's transformation matrix.

   

<Point_Point>.lockSpaces : boolean : Read|Write 

Controls the state of the "Lock Relative Transform" checkbox in the UI.

   

<Point_Point>.strength : float : Read|Write 
<Point_Point>.tau : float : Read|Write 

These two properties govern the impulses applied to the constraint's bodies in order to maintain the constraint, and so how strongly the constraint works to restrict their movement.

   

<Point_Point>.isBreakable : boolean : Read|Write 

When set to true, the constraint is breakable.

   

<Point_Point>.linearBreakingStrength : float : Read|Write 

Get/Set the linear breaking strength.

   

<Point_Point>.angularBreakingStrength : float : Read|Write 

Get/Set the angular breaking strength.

   

<Point_Point>.displaySize : float : Read|Write 

Get/Set the display size.

   

<Point_Point>.constraintType : integer : Read|Write 

Get/Set the constraint type. Possible values are:

0 -Standard

1 -Limited

2 -Stiff Spring

   

<Point_Point>.xLimitMin : float : Read|Write 

Get/Set the min. X limit.

   

<Point_Point>.xLimitMax : float : Read|Write 

Get/Set the max. X limit.

   

<Point_Point>.yLimitMin : float : Read|Write 

Get/Set the min. Y limit.

   

<Point_Point>.yLimitMax : float : Read|Write 

Get/Set the max. Y limit.

   

<Point_Point>.zLimitMin : float : Read|Write 

Get/Set the min. Z limit.

   

<Point_Point>.zLimitMax : float : Read|Write 

Get/Set the max. Z limit.

   

<Point_Point>.displayXLimits : boolean : Read|Write 

Controls the display of the X limit.

   

<Point_Point>.displayYLimits : boolean : Read|Write 

Controls the display of the Y limit.

   

<Point_Point>.displayZLimits : boolean : Read|Write 

Controls the display of the Z limit.

   

<Point_Point>.stiffSpringLength : float : Read|Write 

Get/Set the Stiff Spring length value when .constraintType is set to 2.

   

Methods:

<void><Point_Point>.alignToParentBody() 

Aligns the Constraint to the Parent Body.

   

<void><Point_Point>.alignToChildBody() 

Aligns the Constraint to the Child Body.

   

<void><Point_Point>.alignToParentSpace() 

Aligns the Constraint to parent space.

   

<void><Point_Point>.alignToChildSpace() 

Aligns the Constraint to child space.

   

<void><Point_Point>.alignToEachBody() 

Aligns the Constraint to both bodies.

   

<boolean><Point_Point>.isValid() 

Returns true if the Constraint is valid, false otherwise. A valid Constraint has the correct number of rigid bodies attached and is included in a valid constraint solver.

See Also