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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

JointBall 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.
Inherits from: Joint

This class is used to create ball joints.

Example#

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

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

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

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

// setting angular damping
joint.setAngularDamping(16.0f);

// setting swing angular limit, in degrees
joint.setAngularLimitAngle(30.0f);

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

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

See Also#

  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/joints/ folder:
    • ball_00
    • ball_01
    • ball_02
    • ball_03
    • ball_04
    • ball_05
    • ball_06

JointBall Class

Members


static JointBall ( ) #

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

static JointBall ( Body body0, Body body1 ) #

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

Constructor. Creates a ball 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.

static JointBall ( Body body0, Body body1, Vec3 anchor, vec3 axis ) #

Constructor. Creates a ball 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.

void setAngularDamping ( float damping ) #

Sets an angular damping of the joint.

Arguments

  • float damping - Angular damping. If a negative value is provided, 0 will be used instead.

float getAngularDamping ( ) #

Returns the angular damping of the joint.

Return value

Angular damping.

void setAngularLimitAngle ( float angle ) #

Sets a swing limit angle. Swing limit specifies how much connected bodies can bend from the joint axis.

Arguments

  • float angle - Angle in degrees. The provided value will be saturated in the range [0; 180]. 0 means no limit.

float getAngularLimitAngle ( ) #

Returns the swing limit angle. Swing limit specifies how much connected bodies can bend from the joint axis. 0 means there is no limit.

Return value

Swing limit angle in degrees.

void setAngularLimitFrom ( float from ) #

Sets a low twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.

Arguments

  • float from - Angle in degrees. The provided value will be saturated in the range [-180; 180].

float getAngularLimitFrom ( ) #

Returns the low twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.

Return value

Low twist limit angle in degrees.

void setAngularLimitTo ( float to ) #

Sets a high twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.

Arguments

  • float to - Angle in degrees. The provided value will be saturated in the range [-180; 180].

float getAngularLimitTo ( ) #

Returns the high twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.

Return value

High twist limit angle in degrees.

void setAxis0 ( vec3 axis0 ) #

Sets an axis of the first connected body.

Arguments

  • vec3 axis0 - Axis of the first body. The provided vector will be normalized.

vec3 getAxis0 ( ) #

Returns the axis of the first connected body.

Return value

Axis of the first body.

void setAxis1 ( vec3 axis1 ) #

Sets an axis of the second connected body.

Arguments

  • vec3 axis1 - Axis of the second body. The provided vector will be normalized.

vec3 getAxis1 ( ) #

Returns the axis of the second connected body.

Return value

Axis of the second body.

void setWorldAxis ( vec3 axis ) #

Sets a joint axis. This method updates axes of the connected bodies.

Arguments

  • vec3 axis - Joint axis.

vec3 getWorldAxis ( ) #

Returns the joint axis. The joint axis is calculated based on the axes of the connected bodies.

Return value

Joint axis.
Last update: 2021-12-13
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