This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
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
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.JointFixed Class

Inherits from: 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 (C#)
JointFixed joint = 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

Properties

mat3 WorldRotation#

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

mat3 Rotation1#

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

mat3 Rotation0#

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

Members


JointFixed ( ) #

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

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.

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.
Last update: 2022-12-14
Build: ()