This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine::JointPath Class

Header: #include <UniginePhysics.h>
Inherits from: Joint

A path joint is used with BodyPath: it attaches an arbitrary BodyRigid to move along its path.

Notice
The path is a spline along which an object can be moved.

See Also#

  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/ folder:
    • physics/train_00
    • joints/path_00

Example#

The following code illustrates connection of a rigid body (b0) and a path body (b1) using a path joint.

Source code (C++)
include <UniginePhysics.h>

/* .. */

JointPathPtr joint = JointPath::create(b0, b1);

// setting linear damping, velocity and force limits
joint->setLinearDamping(200.0f);
joint->setLinearVelocity(-100.0f);
joint->setLinearForce(1000.0f);

// setting body orientation regarding the path
joint->setRotation0(mat3(rotateZ(90.0f)));

// setting number of iterations
joint->setNumIterations(4);

JointPath Class

Members

float getCurrentLinearVelocity() const#

Returns the current velocity of the linear motor.

Return value

Current current velocity of the attached motor, in units per second.

void setWorldRotation ( const Math::mat3& rotation ) #

Sets a new rotation matrix of the anchor point in the world system of coordinates.

Arguments

  • const Math::mat3& rotation - The rotation matrix in the world coordinate space.

Math::mat3 getWorldRotation() const#

Returns the current rotation matrix of the anchor point in the world system of coordinates.

Return value

Current rotation matrix in the world coordinate space.

void setRotation0 ( const Math::mat3& rotation0 ) #

Sets a new rotation matrix of the anchor point in a system of coordinates of the connected rigid body.

Arguments

  • const Math::mat3& rotation0 - The rotation matrix of the anchor point in a system of coordinates of the connected rigid body.

Math::mat3 getRotation0() const#

Returns the current rotation matrix of the anchor point in a system of coordinates of the connected rigid body.

Return value

Current rotation matrix of the anchor point in a system of coordinates of the connected rigid body.

void setLinearVelocity ( float velocity ) #

Sets a new target velocity of the attached linear motor.

Arguments

  • float velocity - The target velocity in units per second.

float getLinearVelocity() const#

Returns the current target velocity of the attached linear motor.

Return value

Current target velocity in units per second.

void setLinearForce ( float force ) #

Sets a new maximum force of the attached linear motor. 0 means that the motor is not attached.

Arguments

  • float force - The maximum force. If a negative value is provided, 0 will be used instead. 0 detaches the motor.

float getLinearForce() const#

Returns the current maximum force of the attached linear motor. 0 means that the motor is not attached.

Return value

Current maximum force. If a negative value is provided, 0 will be used instead. 0 detaches the motor.

void setLinearDamping ( float damping ) #

Sets a new linear damping of the joint.

Arguments

  • float damping - The linear damping. If a negative value is provided, 0 will be used instead.

float getLinearDamping() const#

Returns the current linear damping of the joint.

Return value

Current linear damping. If a negative value is provided, 0 will be used instead.

static JointPathPtr create ( ) #

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

static JointPathPtr create ( const Ptr<Body> & body0, const Ptr<Body> & body1 ) #

Constructor. Creates a path joint connecting two given bodies. An anchor is placed in the center of the rigid body attached the path body.

Arguments

static JointPathPtr create ( const Ptr<Body> & body0, const Ptr<Body> & body1, const Math::Vec3 & anchor ) #

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

Arguments

  • const Ptr<Body> & body0 - BodyRigid to be connected with the joint.
  • const Ptr<Body> & body1 - BodyPath to be connected with the joint.
  • const Math::Vec3 & anchor - Anchor coordinates.
Last update: 2024-08-16
Build: ()