Moves Rigidbodies based on joints and forces. More...
Public Attributes | |
| float | ForceNewton |
| Force in Newton. | |
| bool | DebugMode |
| float | DebugScale |
| bool | Forward |
| Apply the force in forward direction based on attached Joint direction. | |
| bool | Backward |
| Apply the force in backward direction based on attached Joint direction. | |
| PLCOutputFloat | SignalForce |
| PLC output signal for force (connection is optional) | |
| PLCOutputBool | ForceForward |
| PLC output signal for applying force in forward direction (connection is optional) | |
| PLCOutputBool | ForceBackward |
| PLC output signal for applying force in backward direction (connection is optional) | |
| PLCOutputBool | SignalBrake |
| PLC Signal for breaking. | |
| PLCInputBool | OnUpperLimit |
| PLC input signal, true if attached joint reaches upper limit. | |
| PLCInputBool | OnLowerLimit |
| PLC input signal, true if attached joint reaches lower limit. | |
| PLCInputFloat | CurrentPosition |
| PLC Signal for the current joints position. | |
Public Attributes inherited from realvirtual.realvirtualBehavior | |
| string | Name |
| The name of the component if it should be different from the GameObject name. | |
| ActiveOnly | Active |
| GameObject | FromTemplate |
| realvirtualController | realvirtualController |
| bool | HideNonG44Components |
| bool | SceneIsAdditive |
| bool | ForceStop |
Additional Inherited Members | |
Public Types inherited from realvirtual.realvirtualBehavior | |
| enum | ActiveOnly { Always , Connected , Disconnected , Never , DontChange } |
Public Member Functions inherited from realvirtual.realvirtualBehavior | |
| void | PreStartSim () |
| Is called by the realvirtualController before the component is started. | |
| void | StartSim () |
| Is called by the realvirtualController to start or stop the component. | |
| void | StopSim () |
| Vector3 | DirectionToVector (DIRECTION direction) |
| Transfers the direction enumeration to a vector. | |
| DIRECTION | VectorToDirection (bool torotatoin, Vector3 vector) |
| Transfers a vector to the direction enumeration. | |
| float | GetLocalScale (Transform thetransform, DIRECTION direction) |
| List< BehaviorInterfaceConnection > | UpdateConnectionInfo () |
| List< Signal > | GetConnectedSignals () |
| void | SetVisibility (bool visibility) |
| Sets the visibility of this object including all subobjects. | |
| List< BehaviorInterfaceConnection > | GetConnections () |
| List< Signal > | GetSignals () |
| GameObject | GetChildByName (string name) |
| Gets a child by name. | |
| List< GameObject > | GetChildsByName (string name) |
| Gets all child by name. | |
| GameObject | GetChildByNameAlsoHidden (string name) |
| List< GameObject > | GetAllMeshesWithGroup (string group) |
| List< GameObject > | GetAllWithGroup (string group) |
| List< GameObject > | GetAllWithGroups (List< string > groups) |
| List< GameObject > | GetAllMeshesWithGroups (List< string > groups) |
| List< string > | GetMyGroups () |
| List< GameObject > | GetMeshesWithSameGroups () |
| List< GameObject > | GetAllWithSameGroups () |
| MeshRenderer | GetMeshRenderer () |
| Gets the mesh renderers in the childrens. | |
| void | SetCollider (bool enabled) |
| sets the collider in all child objects | |
| void | ErrorMessage (string message) |
| Displays an error message. | |
| void | ChangeConnectionMode (bool isconnected) |
| void | Log (string message) |
| Logs a message. | |
| void | Log (string message, object obj) |
| Logs a message with a relation to an object. | |
| void | Warning (string message, object obj) |
| Logs a warinng with a relation to an object. | |
| void | Error (string message, object obj) |
| Logs an error with a relation to an object. | |
| void | Error (string message) |
| Logs an error. | |
| GameObject | DebugPosition (string debugname, Vector3 position, Quaternion quaternation, float scale) |
| Displays a gizmo for debugging positions. | |
| void | SetFreezePosition (bool enabled) |
| Freezes all child components to the current poosition. | |
| void | SetRbConstraints (RigidbodyConstraints constraints) |
| virtual void | AwakeAlsoDeactivated () |
Public Member Functions inherited from realvirtual.ISignalInterface | |
| List< BehaviorInterfaceConnection > | GetConnections () |
| List< Signal > | GetSignals () |
Static Public Member Functions inherited from realvirtual.realvirtualBehavior | |
| static bool | DirectionIsLinear (DIRECTION direction) |
| Gets back if the direction is linear or a rotation. | |
Protected Member Functions inherited from realvirtual.realvirtualBehavior | |
| bool | hidename () |
| bool | hideactiveonly () |
| virtual void | OnStopSim () |
| virtual void | OnPreStartSim () |
| virtual void | OnStartSim () |
| MU | GetTopOfMu (GameObject obj) |
| Gets the top of an MU component (the first MU script going up in the hierarchy) | |
| void | InitGame4Automation () |
| Initialiates the components and gets the reference to the realvirtualController in the scene. | |
| virtual void | AfterAwake () |
| void | Awake () |
Properties inherited from realvirtual.ISignalInterface | |
| GameObject | gameObject [get] |
Detailed Description
Moves Rigidbodies based on joints and forces.
Acts like a cylinder, forward and backward movement can controlled by PLC signals. In comparison to Drive_Cylinder this component is fully compatible with Unity physics but the positioning to an exact position is not possible due to pure physics based behaviour
Member Data Documentation
◆ Backward
| bool realvirtual.ForceDrive.Backward |
Apply the force in backward direction based on attached Joint direction.
◆ CurrentPosition
| PLCInputFloat realvirtual.ForceDrive.CurrentPosition |
PLC Signal for the current joints position.
◆ ForceBackward
| PLCOutputBool realvirtual.ForceDrive.ForceBackward |
PLC output signal for applying force in backward direction (connection is optional)
◆ ForceForward
| PLCOutputBool realvirtual.ForceDrive.ForceForward |
PLC output signal for applying force in forward direction (connection is optional)
◆ ForceNewton
| float realvirtual.ForceDrive.ForceNewton |
Force in Newton.
◆ Forward
| bool realvirtual.ForceDrive.Forward |
Apply the force in forward direction based on attached Joint direction.
◆ OnLowerLimit
| PLCInputBool realvirtual.ForceDrive.OnLowerLimit |
PLC input signal, true if attached joint reaches lower limit.
◆ OnUpperLimit
| PLCInputBool realvirtual.ForceDrive.OnUpperLimit |
PLC input signal, true if attached joint reaches upper limit.
◆ SignalBrake
| PLCOutputBool realvirtual.ForceDrive.SignalBrake |
PLC Signal for breaking.
◆ SignalForce
| PLCOutputFloat realvirtual.ForceDrive.SignalForce |
PLC output signal for force (connection is optional)
Public Attributes inherited from