Joints: Difference between revisions

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m Text replacement - "<code lua>" to "<SyntaxHighlight code="lua">"
m Text replacement - "</SyntaxHighlight>" to "</syntaxhighlight>"
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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 code="lua">
<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>
</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 code="lua">
<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>
</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.