This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.JointHinge Class

Inherits: Joint

This class is used to create hinge joints.

Example#

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

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

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

// setting common joint constraint parameters
joint.setLinearRestitution(0.4f);
joint.setAngularRestitution(0.4f);
joint.setLinearSoftness(0.4f);
joint.setAngularSoftness(0.4f);

// setting angular damping
joint.setAngularDamping(8.0f);

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

// setting spring rigidity coefficient
joint.setAngularSpring(8.0f);

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

See Also#

Usage examples:

JointHinge Class

Properties

float CurrentAngularVelocity#

The current velocity of the motor, i.e. the difference between angular velocities of two bodies connected with a hinge relative the hinge axis.
Notice
This function returns the valid velocity only if both bodies are of BodyRigid type. Otherwise, 0 is returned.

float CurrentAngularAngle#

The current angle between the bodies.

float AngularVelocity#

The target velocity of the attached angular motor.
set
Sets a target velocity of the attached angular motor.
set value - Velocity in radians per second.

float AngularSpring#

The rigidity coefficient of the angular spring. 0 means that the spring is not attached.
set
Sets a rigidity coefficient of the angular spring.
set value - Rigidity coefficient. If a negative value is provided, 0 will be used instead. 0 detaches the spring.

float AngularLimitTo#

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

float AngularLimitFrom#

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

float AngularTorque#

The maximum torque of the attached angular motor. 0 means that the motor is not attached.
set
Sets a maximum torque of the angular motor.
set value - Maximum torque. If a negative value is provided, 0 will be used instead. 0 detaches the motor.

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.

float AngularAngle#

The target angle of the attached angular spring. the spring tries to rotate the connected bodies so that they make this angle.
set
Sets a target angle of the attached angular spring. The spring tries to rotate the connected bodies so that they make this angle.
set value - Angle in degrees. The provided value will be saturated in the range [-180; 180].

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.

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 JointHinge ( ) #

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

static JointHinge ( Body body0, Body body1 ) #

Constructor. Creates a hinge 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 JointHinge ( Body body0, Body body1, vec3 anchor, vec3 axis ) #

Constructor. Creates a hinge 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: 2020-04-10
Build: ()