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::JointBall Class

Header: #include <UniginePhysics.h>
Inherits from: 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++)
#include <UniginePhysics.h>

using namespace Unigine;
using namespace Unigine::Math;

/* .. */

JointBallPtr joint = JointBall::create(b0, b1);

// setting joint axis coordinates
joint->setWorldAxis(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);

JointBall Class

Members

void setWorldAxis ( const Math::vec3& axis ) #

Sets a new joint axis. The joint axis is calculated based on the axes of the connected bodies.

Arguments

  • const Math::vec3& axis - The joint axis.

Math::vec3 getWorldAxis() const#

Returns the current joint axis. The joint axis is calculated based on the axes of the connected bodies.

Return value

Current joint axis.

void setAngularLimitTo ( float to ) #

Sets a new high twist limit angle. twist limit specifies how much a connected body can twist around the joint axis.

Arguments

  • float to - The high twist limit angle, in degrees. The provided value is saturated in the range [-180; 180].

float getAngularLimitTo() const#

Returns the current high twist limit angle. twist limit specifies how much a connected body can twist around the joint axis.

Return value

Current high twist limit angle, in degrees. The provided value is saturated in the range [-180; 180].

void setAngularLimitFrom ( float from ) #

Sets a new low twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.

Arguments

  • float from - The Low twist limit angle, in degrees. The provided value is saturated in the range [-180; 180].

float getAngularLimitFrom() const#

Returns the current low twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.

Return value

Current Low twist limit angle, in degrees. The provided value is saturated in the range [-180; 180].

void setAngularLimitAngle ( float angle ) #

Sets a new swing limit angle. Swing limit specifies how much connected bodies can bend from the joint axis.

Arguments

  • float angle - The Swing limit angle, in degrees. The provided value is saturated in the range [-180; 180]. 0 means there is no limit.

float getAngularLimitAngle() const#

Returns the current swing limit angle. Swing limit specifies how much connected bodies can bend from the joint axis.

Return value

Current Swing limit angle, in degrees. The provided value is saturated in the range [-180; 180]. 0 means there is no limit.

void setAngularDamping ( float damping ) #

Sets a new angular damping of the joint.

Arguments

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

float getAngularDamping() const#

Returns the current angular damping of the joint.

Return value

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

void setAxis0 ( const Math::vec3& axis0 ) #

Sets a new axis of the first connected body.

Arguments

  • const Math::vec3& axis0 - The axis of the first body. The provided vector will be normalized.

Math::vec3 getAxis0() const#

Returns the current axis of the first connected body.

Return value

Current axis of the first body. The provided vector will be normalized.

void setAxis1 ( const Math::vec3& axis1 ) #

Sets a new axis of the second connected body.

Arguments

  • const Math::vec3& axis1 - The axis of the second body. The provided vector will be normalized.

Math::vec3 getAxis1() const#

Returns the current axis of the second connected body.

Return value

Current axis of the second body. The provided vector will be normalized.

static JointBallPtr create ( ) #

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

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

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

Arguments

  • const Ptr<Body> & body0 - First body to be connected with the joint.
  • const Ptr<Body> & body1 - Second body to be connected with the joint.

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

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

Arguments

  • const Ptr<Body> & body0 - First body to be connected with the joint.
  • const Ptr<Body> & body1 - Second body to be connected with the joint.
  • const Math::Vec3 & anchor - Anchor coordinates.

static JointBallPtr create ( const Ptr<Body> & body0, const Ptr<Body> & body1, const Math::Vec3 & anchor, const Math::vec3 & axis ) #

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

Arguments

  • const Ptr<Body> & body0 - First body to be connected with the joint.
  • const Ptr<Body> & body1 - Second body to be connected with the joint.
  • const Math::Vec3 & anchor - Anchor coordinates.
  • const Math::vec3 & axis - Axis coordinates.
Last update: 2024-08-07
Build: ()