Joints: Difference between revisions
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>NXTBoy Note that you can do <nowiki>links</nowiki>, and it works fine. Also, I'm boycotting <code lua> in an effort to switch syntax highlighter - See User_talk:Mr_Doom_Bringer |
m Text replacement - "</SyntaxHighlight>" to "</syntaxhighlight>" Tags: mobile web edit mobile edit |
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=== Fixed Joints === | === Fixed Joints === | ||
Joints have a conceptual origin coordinate frame, to which both parts are attached. | Joints have a conceptual origin coordinate frame, to which both parts are attached. | ||
< | <syntaxhighlight lang="lua"> | ||
jointOrigin == joint.Part0.CFrame * joint.C0 == joint.Part1.CFrame * joint.C1 | jointOrigin == joint.Part0.CFrame * joint.C0 == joint.Part1.CFrame * joint.C1 | ||
</ | </syntaxhighlight> | ||
In the case of fixed joints, this origin position is not important. <!--Or do explosions only act on joint origins? --> | In the case of fixed joints, this origin position is not important. <!--Or do explosions only act on joint origins? --> | ||
It is sufficient to make the origin position the center of Part1, and C1 the identity CFrame. For example: | It is sufficient to make the origin position the center of Part1, and C1 the identity CFrame. For example: | ||
< | <syntaxhighlight lang="lua"> | ||
local cf = ... --The transformation from A to B | local cf = ... --The transformation from A to B | ||
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weld.C0 = cf | weld.C0 = cf | ||
weld.C1 = CFrame.new(0,0,0) | weld.C1 = CFrame.new(0,0,0) | ||
</ | </syntaxhighlight> | ||
Will ensure that {{`|=workspace.A * cf == workspace.B}} | Will ensure that {{`|=workspace.A * cf == workspace.B}} | ||
Latest revision as of 06:02, 27 April 2023
A joint, called a "connection" while a game is loading, is something that connects two parts together. Common types of joints are Welds, Snaps, and Hinges. Joints are represented using a JointInstance object, which has four important properties: C0, C1, Part0, and Part1.
Automatic creation
Advanced
Fixed Joints
Joints have a conceptual origin coordinate frame, to which both parts are attached.
jointOrigin == joint.Part0.CFrame * joint.C0 == joint.Part1.CFrame * joint.C1
In the case of fixed joints, this origin position is not important.
It is sufficient to make the origin position the center of Part1, and C1 the identity CFrame. For example:
local cf = ... --The transformation from A to B
local weld = Instance.new("Weld")
weld.Part0 = workspace.A
weld.Part1 = workspace.B
weld.C0 = cf
weld.C1 = CFrame.new(0,0,0)
Will ensure that workspace.A * cf == workspace.B
Rotating Joints
In a rotating joint, the conceptual origin is important. This dictates the position, and in some cases, the axis around which the joint rotates.