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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Unigine.JointPrismatic Class

Inherits from: Joint

This class is used to create prismatic joints.

Example#

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

Source code (C#)
JointPrismatic joint = new JointPrismatic(b0, b1);
	
// setting joint axis coordinates
joint.setWorldAxis(new vec3(0.0f, 0.0f, 1.0f));

// setting common joint constraint parameters
joint.setLinearRestitution(0.4f);
joint.setAngularRestitution(0.4f);
joint.setLinearSoftness(0.4f);
joint.setAngularSoftness(0.4f);

// setting linear damping
joint.setLinearDamping(4.0f);

// setting linear limits [-1.5; 1.5]
joint.setLinearLimitFrom(-1.5f);
joint.setLinearLimitTo(1.5f);

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

See Also#

Usage examples:

JointPrismatic Class

Properties

float CurrentLinearVelocity#

The current velocity of the attached motor.

float CurrentLinearDistance#

The current distance between the bodies.

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.

float LinearVelocity#

The target velocity of the attached motor.

float LinearSpring#

The rigidity coefficient of the spring. 0 means that the spring is not attached.

float LinearLimitTo#

The high limit distance. this limit specifies how far a connected body can move along the joint axis.

float LinearLimitFrom#

The low limit distance. this limit specifies how far a connected body can move along the joint axis.

float LinearForce#

The maximum force of the attached motor. 0 means that the motor is not attached.

float LinearDistance#

The target distance of the attached spring. the spring tries to move the connected bodies so that to keep this distance between them.

float LinearDamping#

The linear damping of the joint.

vec3 WorldAxis#

The joint axis in the world coordinates.

vec3 Axis0#

The joint axis in the local coordinates of the first body.

Members


JointPrismatic ( ) #

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

JointPrismatic ( Body body0, Body body1 ) #

Constructor. Creates a prismatic 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.

JointPrismatic ( Body body0, Body body1, vec3 anchor, vec3 size ) #

Constructor. Creates a prismatic 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 size - Axis coordinates.
Last update: 2022-12-14
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