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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
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JointFixed Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits: Joint

This class is used to create fixed joints.

Example#

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

Source code (UnigineScript)
JointFixed joint = class_remove(new JointFixed(b0, b1));

// setting common joint constraint parameters
joint.setLinearRestitution(0.8f);
joint.setAngularRestitution(0.8f);
joint.setLinearSoftness(0.0f);
joint.setAngularSoftness(0.0f);

// setting number of iterations
joint.setNumIterations(4);

See Also#

Usage examples:

JointFixed Class

Members


static JointFixed ( ) #

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

static JointFixed ( Body body0, Body body1 ) #

Constructor. Creates a 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 JointFixed ( Body body0, Body body1, Vec3 anchor ) #

Constructor. Creates a fixed joint connecting two given bodies with 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.

void setRotation0 ( mat3 rotation0 ) #

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

Arguments

  • mat3 rotation0 - Rotation matrix in the body coordinate space.

mat3 getRotation0 ( ) #

void setRotation1 ( mat3 rotation1 ) #

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

Arguments

  • mat3 rotation1 - Rotation matrix in the body coordinate space.

mat3 getRotation1 ( ) #

void setWorldRotation ( mat3 rotation ) #

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

Arguments

  • mat3 rotation - Rotation matrix in the world coordinate space.

mat3 getWorldRotation ( ) #

Last update: 2020-07-31
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