JointPath Class
UnigineScript is deprecated and will be removed in future releases. Please consider using C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits: | Joint |
A path joint is used with BodyPath: it attaches an arbitrary BodyRigid to move along its path.
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.
JointPath joint = class_remove(new JointPath(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(rotateZ(90.0f));
// setting number of iterations
joint.setNumIterations(4);
JointPath Class
Members
static JointPath ( ) #
Constructor. Creates a path joint with an anchor at the origin of the world coordinates.static JointPath ( Body body0, 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
- Body body0 - BodyRigid to be connected with the joint.
- Body body1 - BodyPath to be connected with the joint.
static JointPath ( Body body0, Body body1, Vec3 anchor ) #
Constructor. Creates a path joint connecting two given bodies with an anchor placed at specified coordinates.Arguments
- Body body0 - BodyRigid to be connected with the joint.
- Body body1 - BodyPath to be connected with the joint.
- Vec3 anchor - Anchor coordinates.
float getCurrentLinearVelocity ( ) #
Returns the current linear velocity of the attached motor.Return value
Current linear velocity in units per second.void setLinearDamping ( float damping ) #
Sets damping factor of linear velocities of bodies connected by the joint.Arguments
- float damping - Linear damping to be set. If a negative value is provided, 0 will be used instead.
float getLinearDamping ( ) #
Returns the current damping factor for linear velocities of bodies connected by the joint.Return value
Linear damping.void setLinearForce ( float force ) #
Sets a maximum force of the attached motor. 0 means that the motor is not attached.Arguments
- float force - Maximum force to be set. If a negative value is provided, 0 will be used instead. 0 detaches the motor.
float getLinearForce ( ) #
Returns the maximum force of the attached motor.Return value
Maximum force.void setLinearVelocity ( float velocity ) #
Sets a target linear velocity of the attached motor.Arguments
- float velocity - Target velocity in units per second.
float getLinearVelocity ( ) #
Returns the current linear velocity of the attached motor.Return value
Target velocity in units per second.void setRotation0 ( mat3 rotation0 ) #
Sets a rotation matrix of the anchor point in a system of coordinates of the connected rigid body.Arguments
- mat3 rotation0 - Rotation matrix in the body-space coordinates.
mat3 getRotation0 ( ) #
void setWorldRotation ( mat3 rotation ) #
Sets a rotation matrix of the anchor point in the world coordinates.Arguments
- mat3 rotation - Rotation matrix in the world-space coordinates.
mat3 getWorldRotation ( ) #
Returns rotation matrix of the anchor point in the world coordinates.Return value
Rotation matrix in the world-space coordinates.Last update:
2020-04-10
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