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Unigine.JointBall Class

Inherits: Joint

This class is used to create ball joints.

Example#

The following code illustrates connection of two bodies (b0 and b1) using a ball joint.

Source code (C#)
JointBall joint = new JointBall(b0, b1);

// setting joint axis coordinates
joint.setWorldAxis(new vec3(1.0f, 0.0f, 0.0f));

// setting common joint constraint parameters
joint.setLinearRestitution(0.8f);
joint.setAngularRestitution(0.8f);
joint.setLinearSoftness(0.0f);
joint.setAngularSoftness(0.0f);

// setting angular damping
joint.setAngularDamping(16.0f);

// setting swing angular limit, in degrees
joint.setAngularLimitAngle(30.0f);

// setting twist angular limits, in degrees [-20; 20]
joint.setAngularLimitFrom(-20.0f);
joint.setAngularLimitTo(20.0f);

// setting number of iterations
joint.setNumIterations(16);

See Also#

  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/joints/ folder:
    • ball_00
    • ball_01
    • ball_02
    • ball_03
    • ball_04
    • ball_05
    • ball_06

JointBall Class

Properties

vec3 WorldAxis#

The joint axis. the joint axis is calculated based on the axes of the connected bodies.
set
Sets a joint axis. This method updates axes of the connected bodies.
set value - Joint axis.

float AngularLimitTo#

The high twist limit angle. twist limit specifies how much a connected body can twist around the joint axis.
set
Sets a high twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.
set value - Angle in degrees. The provided value will be saturated in the range [-180; 180].

float AngularLimitFrom#

The low twist limit angle. twist limit specifies how much a connected body can twist around the joint axis.
set
Sets a low twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.
set value - Angle in degrees. The provided value will be saturated in the range [-180; 180].

float AngularLimitAngle#

The swing limit angle. swing limit specifies how much connected bodies can bend from the joint axis. 0 means there is no limit.
set
Sets a swing limit angle. Swing limit specifies how much connected bodies can bend from the joint axis.
set value - Angle in degrees. The provided value will be saturated in the range [0; 180]. 0 means no limit.

float AngularDamping#

The angular damping of the joint.
set
Sets an angular damping of the joint.
set value - Angular damping. If a negative value is provided, 0 will be used instead.

vec3 Axis1#

The axis of the second connected body.
set
Sets an axis of the second connected body.
set value - Axis of the second body. The provided vector will be normalized.

vec3 Axis0#

The axis of the first connected body.
set
Sets an axis of the first connected body.
set value - Axis of the first body. The provided vector will be normalized.

Members


static JointBall ( ) #

Constructor. Creates a ball joint with an anchor at the origin of the world coordinates.

static JointBall ( Body body0, Body body1 ) #

Constructor. Creates a ball joint connecting two given bodies. An anchor is placed between centers of mass of the bodies.

Arguments

  • Body body0 - First body to be connected with the joint.
  • Body body1 - Second body to be connected with the joint.

static JointBall ( Body body0, Body body1, vec3 anchor ) #

Constructor. Creates a ball joint connecting two given bodies with an anchor placed at specified coordinates.

Arguments

  • Body body0 - First body to be connected with the joint.
  • Body body1 - Second body to be connected with the joint.
  • vec3 anchor - Anchor coordinates.

static JointBall ( Body body0, Body body1, vec3 anchor, vec3 axis ) #

Constructor. Creates a ball joint connecting two given bodies with specified axis coordinates and an anchor placed at specified coordinates.

Arguments

  • Body body0 - First body to be connected with the joint.
  • Body body1 - Second body to be connected with the joint.
  • vec3 anchor - Anchor coordinates.
  • vec3 axis - Axis coordinates.
Last update: 2020-11-24
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