JointMotorState
Since 0.6
{@link Joint.motor}, as it stands.
Signature
export interface JointMotorState {
mode: JointMotorMode
/** rad/s or m/s (velocity); radians or metres from the joint's rest pose (position). */
target: number
/** The most the motor pushes: N·m on a hinge, N on a slide. */
maxForce: number
/** Acceleration-based pull per radian or metre of position error, 1/s². */
stiffness: number
/** Acceleration-based pull towards the target speed, 1/s. */
damping: number
}
Import: import type { JointMotorState } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
mode | mode: JointMotorMode | |
target | target: number | rad/s or m/s (velocity); radians or metres from the joint's rest pose (position). |
maxForce | maxForce: number | The most the motor pushes: N·m on a hinge, N on a slide. |
stiffness | stiffness: number | Acceleration-based pull per radian or metre of position error, 1/s². |
damping | damping: number | Acceleration-based pull towards the target speed, 1/s. |
Example
The tested fixture fixtures/host/door.ts.
import type { Behavior } from "@argus/api"
// docs/API.md, "Joints": a door on a hinge that swings open while the player is near and closes
// behind them. Typechecked by packages/api's tests.
export default {
update(ctx) {
const player = ctx.world.find("player")
const near = player !== null && ctx.entity.distanceTo(player) < 2
ctx.joint?.setMotor(near ? Math.PI / 2 : 0, { mode: "position", maxForce: 200 })
},
} satisfies Behavior