This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
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
Animations-Related Classes
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
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-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 This version of documentation is OUTDATED, as it describes an older SDK version!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::Plugins::IG::ArticulatedPart Class

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.
Header: #include <plugins/Unigine/IG/UnigineIG.h>

This class represents the IG Articulated Part interface.

Notice
IG plugin must be loaded.

ArticulatedPart Class

Members


int getID ( ) const#

Returns the ID of the articulated part.

Return value

Articulated part ID.

int getNumNodes ( ) const#

Returns the total number of nodes representing the articulated part.

Return value

Number of nodes representing the articulated part.

Ptr<Node> getNode ( int num ) const#

Returns the given node from the array of nodes representing the articulated part.

Arguments

  • int num - Node number.

Return value

Node.

void setEnabled ( bool enable ) #

Sets the value indicating if the articulated part is enabled.

Arguments

  • bool enable - true to enable the articulated part; false - to disable it.

int isEnabled ( ) const#

Returns the value indicating if the articulated part is enabled.

Return value

true if the articulated part is enabled; otherwise, false.

void setPosition ( const Math::vec3& offset ) #

Sets the offset of the articulated part in the submodel coordinate system (SCS).

Arguments

  • const Math::vec3& offset - Articulated part offset coordinates to set (X - back, Y - left, Z - down).

Math::vec3 getPosition ( ) const#

Returns the current offset of the articulated part in the submodel coordinate system (SCS).

Return value

Articulated part offset coordinates (X - back, Y - left, Z - down).

void setRotationEuler ( const Math::vec3& rotation_euler ) #

Sets the rotation of the articulated part in the submodel coordinate system (SCS).

Arguments

  • const Math::vec3& rotation_euler - Articulated part rotation euler angles to set.

Math::vec3 getRotationEuler ( ) const#

Returns the rotation of the articulated part in the submodel coordinate system (SCS).

Return value

Articulated part rotation euler angles.

void setLinearRate ( const Math::vec3& rate ) #

Sets the rate of linear motion of the articulated part.

Arguments

  • const Math::vec3& rate - Vector of linear motion rates to be set for the corresponding axes (the result is automatically converted for the current coordinate system).

Math::vec3 getLinearRate ( ) const#

Returns the current rate of linear motion of the articulated part.

Return value

Vector of linear motion rates for the corresponding axes (the result is automatically converted for the current coordinate system).

void setAngularRate ( const Math::vec3& rate ) #

Sets the rate of angular motion of the articulated part.

Arguments

  • const Math::vec3& rate - Vector of angular motion rates to be set for the corresponding axes (the result is automatically converted for the current coordinate system).

Math::vec3 getAngularRate ( ) const#

Returns the current rate of angular motion of the articulated part.

Return value

Vector of angular motion rates for the corresponding axes (the result is automatically converted for the current coordinate system).
Last update: 2024-04-19
Build: ()