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    Type Alias SliderConstraintSettings

    Settings for creating a slider constraint

    type SliderConstraintSettings = {
        autoDetectPoint?: boolean;
        bodyIdA: BodyId;
        bodyIdB: BodyId;
        constraintPriority?: number;
        limitsMax?: number;
        limitsMin?: number;
        limitsSpringSettings?: springSettings.SpringSettings;
        maxFrictionForce?: number;
        motorSettings?: motorSettings.MotorSettings;
        normalAxisA: Vec3;
        normalAxisB: Vec3;
        numPositionStepsOverride?: number;
        numVelocityStepsOverride?: number;
        pointA?: Vec3;
        pointB?: Vec3;
        sliderAxisA: Vec3;
        sliderAxisB: Vec3;
        space?: constraints.ConstraintSpace;
    }
    Index

    Properties

    autoDetectPoint?: boolean

    automatically detect anchor point based on body positions

    bodyIdA: BodyId

    body a id

    bodyIdB: BodyId

    body b id

    constraintPriority?: number

    constraint priority (higher = solved first)

    0
    
    limitsMax?: number

    maximum position limit (default: Infinity, must be ≥ 0)

    limitsMin?: number

    minimum position limit (default: -Infinity, must be ≤ 0)

    limitsSpringSettings?: springSettings.SpringSettings

    spring settings for soft limits

    maxFrictionForce?: number

    maximum friction force when motor is off

    motor settings (spring + force limits)

    normalAxisA: Vec3

    normal axis perpendicular to slider on body a (for frame definition)

    normalAxisB: Vec3

    normal axis perpendicular to slider on body b

    numPositionStepsOverride?: number

    override number of position solver iterations (0 = use default)

    0
    
    numVelocityStepsOverride?: number

    override number of velocity solver iterations (0 = use default)

    0
    
    pointA?: Vec3

    pivot point on body a

    pointB?: Vec3

    pivot point on body b

    sliderAxisA: Vec3

    slider axis (direction of allowed movement) on body a (will be normalized)

    sliderAxisB: Vec3

    slider axis on body b (will be normalized)

    ConstraintSpace.WORLD