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 This version of documentation is OUTDATED, as it describes an older SDK version!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::BodyPath Class

Header: #include <UniginePhysics.h>
Inherits: Body

This class represents a path along which an arbitrary rigid body can be moved. For example, it allows for creation of a physically simulated train moving along the railtrack. BodyRigid and BodyPath should be connected together with JointPath.

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

See Also#

  • A set of samples located in the data/samples/ directory, namely:
    1. physics/train_00.cpp
    2. joints/path_00.cpp

BodyPath Class

Members


static BodyPathPtr create ( ) #

Constructor. Creates a path with default properties, along which a rigid body is moved.

static BodyPathPtr create ( const Ptr<Object> & object ) #

Constructor. Creates a path with default properties for the given object. Along this path a rigid body is moved.

Arguments

  • const Ptr<Object> & object - Object represented with the new path body.

Math::Vec3 getClosestPosition ( const Math::Vec3 & position ) #

Finds the point on the path which is the closest to the given reference point.

Arguments

  • const Math::Vec3 & position - Coordinates of the reference point.

Return value

Coordinates of the reference point, if the path exists; otherwise, the (0 0 0) vector is returned.

Math::quat getClosestRotation ( const Math::Vec3 & position ) #

Finds the point on the path which is the closest to the given reference point and returns rotation set by the path in this point.

Arguments

  • const Math::Vec3 & position - Coordinates of the reference point.

Return value

Rotation set by the path in the found point, if the path is exists; otherwise, the (0 0 0 1) quaternion is returned.

Ptr<Path> getPath ( ) #

Returns the path along which physical objects are moving. By using this function, you can change velocity of the objects moving along the path, their transformation, etc.

Return value

Instance of the Path class.

void setPathName ( const char * name, int unique = 0 ) #

Reloads the internal path transformation.

Arguments

  • const char * name - Path to the path file to be set.
  • int unique - The dynamic flag:
    • 0 - If the reloaded path is changed at run time, paths loaded from the same file will be also changed.
    • 1 - If the reloaded path is changed at run time, paths loaded from the same file won't be changed.

const char * getPathName ( ) #

Returns a name of the path along which physical objects are moving.

Return value

Path to the path file.
Last update: 2020-07-31
Build: ()