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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Joint 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 UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

This class is used to simulate various types of joints and define common parameters shared by all joints.

See Also#

  • A C++ API sample located in the <UnigineSDK>/source/samples/Api/Physics/JointCallbacks folder
  • A C# API sample located in the <UnigineSDK>/source/csharp/samples/Api/Physics/JointCallbacks folder
  • A UnigineScript API sample <UnigineSDK>/data/samples/physics/callbacks_03

Joint Class

Members


Joint createJoint ( int type ) #

Creates a new joint of the specified type.

Arguments

  • int type - Joint type. One of the JOINT_* values.

Return value

New created joint instance.

Joint createJoint ( string type_name ) #

Creates a new joint of the specified type.

Arguments

  • string type_name - Joint type name.

Return value

New created joint instance.

void setAnchor0 ( Vec3 anchor ) #

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

Arguments

  • Vec3 anchor - Coordinates of the anchor point in the body coordinate space.

Vec3 getAnchor0 ( ) #

Returns the coordinates of the anchor point in a system of coordinates of the first connected body.

Return value

Coordinates of the anchor point in the body coordinate space.

void setAnchor1 ( Vec3 anchor ) #

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

Arguments

  • Vec3 anchor - Coordinates of the anchor point in the body coordinate space.

Vec3 getAnchor1 ( ) #

Returns the coordinates of the anchor point in a system of coordinates of the second connected body.

Return value

Coordinates of the anchor point in the body coordinate space.

void setAngularRestitution ( float restitution ) #

Sets the current angular restitution (stiffness) of the joint. Angular restitution defines how fast the joint compensates for change of the angle between two bodies. When bodies are turned relative each other, restitution controls the magnitude of force which is applied to both bodies so that their anchor points to become aligned again. For example:
  • 1 means that the joint is to return bodies in place throughout 1 physics tick.
  • 0.2 means that the joint is to return bodies in place throughout 5 physics ticks.
The maximum value of 1 can lead to destabilization of physics (as too great forces are applied).

Arguments

  • float restitution - Angular restitution. The provided value will be clamped in the range [0;1].

float getAngularRestitution ( ) #

Returns the current angular restitution (stiffness) of the joint. Angular restitution defines how fast the joint compensates for change of the angle between two bodies. When bodies are turned relative each other, restitution controls the magnitude of force which is applied to both bodies so that their anchor points to become aligned again. For example:
  • 1 means that the joint is to return bodies in place throughout 1 physics tick.
  • 0.2 means that the joint is to return bodies in place throughout 5 physics ticks.
The maximum value of 1 can lead to destabilization of physics (as too great forces are applied).

Return value

Angular restitution in the range [0;1].

void setAngularSoftness ( float softness ) #

Sets the angular softness (elasticity) of the joint. When the joint is twisted, angular softness defines whether angular velocities of the bodies are averaged out. For example:
  • 0 means that the joint is rigid. Angular velocities of the first and the second body are independent.
  • 1 means that the joint is elastic (jelly-like). If the first body changes its velocity, velocity of the second body is equalized with it.

Arguments

  • float softness - Angular softness. The provided value will be clamped in the range [0;1].

float getAngularSoftness ( ) #

Returns the current angular softness (elasticity) of the joint. When the joint is twisted, angular softness defines whether angular velocities of the bodies are averaged out. For example:
  • 0 means that the joint is rigid. Angular velocities of the first and the second body are independent.
  • 1 means that the joint is elastic (jelly-like). If the first body changes its velocity, velocity of the second body is equalized with it.

Return value

Angular softness in the range [0;1].

void setNode0 ( Node node0 ) #

Sets the node possessing the first body to be connected to the joint.

Arguments

  • Node node0 - Node possessing the first body connected to the joint is assigned. The node must be an object and must have a body assigned.

Node getNode0 ( ) #

Returns a node possessing the first body connected to the joint.

Return value

Node possessing the first body connected to the joint is assigned (if it exists).

void setNode1 ( Node node1 ) #

Sets the node possessing the second body to be connected to the joint.

Arguments

  • Node node1 - Node possessing the second body connected to the joint is assigned. The node must be an object and must have a body assigned.

Node getNode1 ( ) #

Returns a node possessing the second body connected to the joint.

Return value

Node possessing the second body connected to the joint is assigned (if it exists).

void setBody0 ( Body body ) #

Sets the first body connected using the joint.

Arguments

  • Body body - The first body connected with the joint.

Body getBody0 ( ) #

Returns the first body connected using the joint.

Return value

The first body connected with the joint.

void setBody1 ( Body body ) #

Sets the second body connected using the joint.

Arguments

  • Body body - The second body connected with the joint.

Body getBody1 ( ) #

Returns the second body connected using the joint.

Return value

The second body connected with the joint.

BodyRigid getBodyRigid0 ( ) #

Returns the first connected body as a rigid body.

Return value

The first rigid body connected using the joint or NULL (0), if the body is not rigid.

BodyRigid getBodyRigid1 ( ) #

Returns the second connected body as a rigid body.

Return value

The second rigid body connected using the joint or NULL (0), if the body is not rigid.

void setBroken ( int broken ) #

Sets a value indicating if the joint is broken or not.

Arguments

  • int broken - Positive number to break the joint, 0 to make it intact.

int isBroken ( ) #

Returns a value indicating if the joint is broken or not.

Return value

Positive number if the joint is broken; otherwise, 0.

void setBrokenCallback ( int func ) #

Adds a callback function to be called when the joint breaks.

The signature of the broken callback function must be as follows:

Source code (UnigineScript)
void broken_callback_function_name(Joint joint);

You can set a callback function as follows:

Source code (UnigineScript)
setBrokenCallback("broken_callback_function_name");

Example: Setting a joint broken callback function for a certain class:

Source code (UnigineScript)
class SomeClass
{
	// joint for which a broken callback function is to be set
	Joint joint;

	/*...*/

	// callback function
	void on_broken(Joint joint)
	{
		// insert your code handling joint breaking here
	}

	void registerCallback()
	{
		// setting the on_broken() function to handle breaking for the joint
		joint.addBrokenCallback("SomeClass::on_broken");
	}
	
	/*...*/
};

Arguments

  • int func - Callback function name.

void setCollision ( int c ) #

Sets a value indicating if collisions between the connected bodies are enabled.

Arguments

  • int c - Positive number to enable collisions between the bodies, 0 to disable them.

int getCollision ( ) #

Returns a value indicating if collisions between the connected bodies are enabled.

Return value

Positive number if collisions between the bodies are enabled; otherwise, 0.

void setEnabled ( int enable ) #

Enables or disables joint calculations.

Arguments

  • int enable - Positive number to enable the joint, 0 to disable it.

int isEnabled ( ) #

Returns a value indicating if the joint calculations are enabled.

Return value

1 if the joint is enabled; otherwise, 0.

int isEnabledSelf ( ) #

Returns a value indicating is the joint is enabled.

Return value

1 if the joint is enabled; otherwise, 0.

void setFrozen ( int f ) #

Freezes or unfreezes the joint.

Arguments

  • int f - Positive number to freeze the joint, 0 to unfreeze it.

int isFrozen ( ) #

Returns a value indicating if the joint is frozen or not.

Return value

Positive number if the joint is frozen; otherwise, 0.

int setID ( int id ) #

Sets the unique ID for the joint.

Arguments

  • int id - Unique ID.

Return value

1 if the ID is set successfully; otherwise, 0.

int getID ( ) #

Returns the unique ID of the joint.

Return value

Unique ID.

void setLinearRestitution ( float restitution ) #

Sets the linear restitution (stiffness) of the joint. Linear restitution defines how fast the joint compensates for linear coordinate change between two bodies. When bodies are dragged apart, restitution controls the magnitude of force which is applied to both bodies so that their anchor points to become aligned again. For example:
  • 1 means that the joint is to return bodies in place throughout 1 physics tick.
  • 0.2 means that the joint is to return bodies in place throughout 5 physics ticks.
The maximum value of 1 can lead to destabilization of physics (as too great forces are applied).

Arguments

  • float restitution - Linear restitution. The provided value will be clamped in the range [0;1].

float getLinearRestitution ( ) #

Returns the current linear restitution (stiffness) of the joint. Linear restitution defines how fast the joint compensates for linear coordinate change between two bodies. When bodies are dragged apart, restitution controls the magnitude of force which is applied to both bodies so that their anchor points to become aligned again. For example:
  • 1 means that the joint is to return bodies in place throughout 1 physics tick.
  • 0.2 means that the joint is to return bodies in place throughout 5 physics ticks.
The maximum value of 1 can lead to destabilization of physics (as too great forces are applied).

Return value

Linear restitution in the range [0;1].

void setLinearSoftness ( float softness ) #

Sets the linear softness (elasticity) of the joint. When the joint is stretched, linear softness defines whether linear velocities of the bodies are averaged out. For example:
  • 0 means that the joint is rigid. Linear velocities of the first and the second body are independent.
  • 1 means that the joint is elastic (jelly-like). If the first body changes its velocity, velocity of the second body is equalized with it.

Arguments

  • float softness - Linear softness. The provided value will be clamped in the range [0;1].

float getLinearSoftness ( ) #

Returns the current linear softness (elasticity) of the joint. When the joint is stretched, linear softness defines whether linear velocities of the bodies are averaged out. For example:
  • 0 means that the joint is rigid. Velocities of the first and the second body are independent.
  • 1 means that the joint is elastic (jelly-like). If the first body changes its velocity, velocity of the second body is equalized with it.

Return value

Linear softness value in the range [0;1].

void setMaxForce ( float force ) #

Sets the maximum amount of force that can be exerted on the joint. If this limit is exceeded, the joint breaks.

Arguments

  • float force - Maximum amount of force.

float getMaxForce ( ) #

Returns the maximum amount of force that can be exerted on the joint. If this limit is exceeded, the joint breaks.

Return value

Maximum amount of force.

void setMaxTorque ( float torque ) #

Sets the maximum amount of torque that can be exerted on the joint. If this limit is exceeded, the joint breaks.

Arguments

  • float torque - Maximum amount of torque.

float getMaxTorque ( ) #

Returns the maximum amount of torque that can be exerted on the joint. If this limit is exceeded, the joint breaks.

Return value

Maximum amount of torque.

void setName ( string name ) #

Sets the name of the joint.

Arguments

  • string name - Name of the joint.

string getName ( ) #

Returns the name of the joint.

Return value

Name of the joint.

void setNumIterations ( int num_iterations ) #

Sets the number of iterations used to solve joints. Note that if this value is too low, the precision of calculations will suffer.

Arguments

  • int num_iterations - Number of iterations. If a non-positive value is provided, 1 will be used instead.

int getNumIterations ( ) #

Returns the current number of iterations used to solve joints.

Return value

Number of iterations.

int getType ( ) #

Returns the type of the joint.

Return value

One of the JOINT_* pre-defined variables.

string getTypeName ( ) #

Returns the name of the joint type.

Return value

Type name.

string getTypeName ( int type ) #

Returns the name of a joint type with a given ID.

Arguments

  • int type - Joint type ID. One of the JOINT_* values.

Return value

Joint type name.

void setWorldAnchor ( Vec3 anchor ) #

Sets the anchor point in the world coordinates.

Arguments

  • Vec3 anchor - Coordinates of the anchor point in the world space.

Vec3 getWorldAnchor ( ) #

Returns the anchor point in the world coordinates.

Return value

Coordinates of the anchor point in the world space.

Joint clone ( ) #

Clones the joint.

Return value

Copy of the joint.

void renderVisualizer ( vec4 color ) #

Renders the joint.
Notice
You should enable the engine visualizer by the show_visualizer 1 console command.

Arguments

  • vec4 color - Color, in which the joint will be rendered.

int saveState ( Stream stream ) #

Saves the state of a given node into a binary stream.
  • If a node is a parent for other nodes, states of these child nodes need to be saved manually.
  • To save the state from a buffer, file or a message from a socket, make sure the stream is opened. For buffers and files, you also need to set the proper position for reading.

Example using saveState() and restoreState() methods:

Source code (UnigineScript)
// set the joint state
joint.angularRestitution(0.8f);

// save state
Blob blob_state = new Blob();
joint.saveState(blob_state);

// change state
joint.angularRestitution(0.4f);

// restore state
blob_state.seekSet(0); // returning the carriage to the start of the blob
joint.restoreState(blob_state);

Arguments

  • Stream stream - Stream to save node state data.

Return value

1 if the node state is saved successfully; otherwise, 0.

int restoreState ( Stream stream ) #

Restores the state of a given node from a binary stream.
  • If a node is a parent for other nodes, states of these child nodes need to be restored manually.
  • To save the state into a buffer, file or a message from a socket, make sure the stream is opened. If necessary, you can set a position for writing for buffers and files.

Example using saveState() and restoreState() methods:

Source code (UnigineScript)
// set the joint state
joint.angularRestitution(0.8f);

// save state
Blob blob_state = new Blob();
joint.saveState(blob_state);

// change state
joint.angularRestitution(0.4f);

// restore state
blob_state.seekSet(0); // returning the carriage to the start of the blob
joint.restoreState(blob_state);

Arguments

  • Stream stream - Stream with saved node state data.

Return value

1 if the node state is restored successfully; otherwise, 0.

void swap ( Joint joint ) #

Swaps the joints saving the pointers.

Arguments

  • Joint joint - A joint to swap.
Last update: 2021-12-13
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