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Back to SCNPhysicsBallSocketJointMBS class.

SCNPhysicsBallSocketJointMBS.Constructor(body as SCNPhysicsBodyMBS, anchor as SCNVector3MBS)

Type Topic Plugin Version macOS Windows Linux iOS Targets
method SceneKit MBS Mac64bit Plugin 20.2 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
Creates a ball and socket joint that anchors a single physics body in space and allows it to rotate freely around an anchor point.

body: The physics body to be controlled by the joint.
anchor: The point the body pivots around, relative to the node containing it.

Returns a new ball-and-socket-joint behavior.

For a behavior to take effect, add it to the physics simulation by calling the addBehavior method on your scene’s SCNPhysicsWorldMBS object. The physics bodies constrained by the joint must be attached to nodes in the scene.

See also:

SCNPhysicsBallSocketJointMBS.Constructor(bodyA as SCNPhysicsBodyMBS, anchorA as SCNVector3MBS, bodyB as SCNPhysicsBodyMBS, anchorB as SCNVector3MBS)

Type Topic Plugin Version macOS Windows Linux iOS Targets
method SceneKit MBS Mac64bit Plugin 20.2 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
Creates a ball and socket joint connecting two physics bodies.

bodyA: The first physics body to be connected by the joint.
anchorA: The point at which the joint connects, relative to the node containing the first body.
bodyB: The second physics body to be connected by the joint.
anchorB: The point at which the joint connects, relative to the node containing the second body.

Returns a new ball-and-socket-joint behavior.

For a behavior to take effect, add it to the physics simulation by calling the addBehavior: method on your scene’s SCNPhysicsWorldMBS object. The physics bodies constrained by the joint must be attached to nodes in the scene.

See also:

The items on this page are in the following plugins: MBS Mac64bit Plugin.


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