Point To Point Constraint: createConstraint

createConstraint(obj1_ID, obj2_ID, constraintType, pointPos_X, pointPos_Y, pointPos_Z)
  • Creates a point to point physics constraint

obj1_ID:
  • The physics ID of object 1.
  • Object 1 is used as the line hinge anchor/pivot point. 
obj2_ID:
  • The physics ID of object 2.

Constraint Type:

  • 0 = No Constraint
  • 1 = bge.constraints.POINTTOPOINT_CONSTRAINT
  • 2 = bge.constraints.LINEHINGE_CONSTRAINT
     
  • 3 = bge.constraints.ANGULAR_CONSTRAINT
     
  • 4 = bge.constraints.CONETWIST_CONSTRAINT
  • 11 = bge.constraints.VEHICLE_CONSTRAINT
  • 12 = bge.constraints.GENERIC_6DOF_CONSTRAINT (6 Degrees Of Freedom)

pointPos_X:

  • The x position of the point to point constraint.
  • X distance from the obj1 object center
pointPos_Y:
  • The y position of the point to point constraint.
  • Y distance  from the obj1 object center
pointPos_Z:
  • The z position of the point to point constraint.
  • Z distance from the obj1 object center
Sample Code


################  create a Point to Point Constraint

# import bge
import bge

# get current scene
scene = bge.logic.getCurrentScene()

# get object list
objList = scene.objects

# get object named Cube_Red
obj1 = objList["Cube_Red"]

# get object named Cube_Green
obj2 = objList["Cube_Green"]

# want to use a point to point constraint
constraintType = bge.constraints.POINTTOPOINT_CONSTRAINT

# get obj1 physics ID
obj1_ID = obj1.getPhysicsId()

# get obj2 physics ID
obj2_ID = obj2.getPhysicsId()

# Use front bottom right corner of obj1 for pivot point
pointPos_X = 1.0
pointPos_Y = -1.0
pointPos_Z = -1.0

# create a point to point constraint
cube_PtoP = bge.constraints.createConstraint( obj1_ID, obj2_ID, constraintType,
pointPos_X, pointPos_Y, pointPos_Z )