MPhysicsConstraint

For detailed explanations on how to manipulate physics via code see Creating and updating physics objects.

MPhysicsConstraint is a struct used by MPhysicsProperties.

The struct is defined in the MOEntity source code.

The constraints can also be edited from the Maratis Editor.

The constraints are mere value holders for the physics engine. This means that editing them when the game is already started will have no effect at all. The constraints take effect only when the scene prepares the physics (MScene::preparePhysics).

However you can apply the new values using these methods of MPhysicsContext:

createConstraint, to set some of the variables (e.g. the pivot)

setLinearLimit

setAngularLimit

Another option is to use MScene::prepareConstraints.

Source code
MOEntity.h

MOEntity.cpp

API
It's just a struct, you can freely edit the values.

Constructors
MPhysicsConstraint(void)

MPhysicsConstraint(const MPhysicsConstraint & constraint)

constraintId
Type: unsigned int

The ID of the actual constraint "object" used by the physics engine. See the introduction of this page.

parentObjectId
Type: unsigned int

parentName
Type: MString

pivot
Type: MVector3

lowerLinearLimit
Type: MVector3

upperLinearLimit
Type: MVector3

lowerAngularLimit
Type: MVector3

upperAngularLimit
Type: MVector3

disableParentCollision
Type: bool