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. | |
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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 | |
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enum | ActiveOnly { Always , Connected , Disconnected , Never , DontChange } |
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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 () |
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List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
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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 () |
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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)