Notifies when the component is detached from the entity.
Whether the component has been initialized.
The IO signals provided by the suction gripper.
The collision layer for the detection ray.
The component name.
The maximum range at which objects can be gripped.
Whether the vacuum/suction pump is running, allowing detected objects to be gripped.
The virtual world to which the owning entity belongs.
Protected OptionaladdedAdded function called immediately after the component is attached to an entity.
Creates a handle (weak reference) to a trackable object.
The type of object that is to be referenced.
The object that is initially referenced by the handle.
A handle to a trackable object.
OptionalinitializeInitialization function called immediately before simulating when the model is initialized.
Protected OptionalinitializeAsynchronous initialization function called immediately before simulating when the model is initialized.
OptionalpostPost-update function called after physics has been updated.
The timestep (seconds).
Protected OptionalpostAsynchronous post-update function called after physics has been updated.
The timestep (seconds).
Immediately triggers asynchronous initialization if the component hasn't already been initialized.
Subscribes to a subscribable object.
Subscriptions created through this function are automatically unsubscribed when the component is detached/removed.
The subscribable object for which to subscribe.
The callback function that is triggered when the object's value is updated.
Unsubscribes from a subscribable object.
The object from which to unsubscribe.
The callback function for the subscription.
True if the subscription was canceled, false otherwise.
Protected OptionalupdateAsynchronous update function called every timestep when simulating.
The timestep (seconds).
A component that turns an entity into a suction gripper, allowing it to grip other entities with physics.
Remarks
The gripper uses a raycast to detect entities within range. A fixed joint is then added to the gripped object and based to the entity to which the component is attached (or the nearest ancestor with a physics body).