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Unigine.JointPath Class

Inherits from: Joint

A path joint is used with BodyPath: it attaches an arbitrary BodyRigid to move along its path.

Notice
The path is a spline along which an object can be moved.

See Also#

  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/ folder:
    • physics/train_00
    • joints/path_00

Example#

The following code illustrates connection of a rigid body (b0) and a path body (b1) using a path joint.

Source code (C#)
JointPath joint = new JointPath(b0, b1);

	// setting linear damping, velocity and force limits
	joint.LinearDamping = 200.0f;
	joint.LinearVelocity = -100.0f;
	joint.LinearForce = 1000.0f;

	// setting body orientation with reference to the path
	joint.Rotation0 = MathLib.RotateZ3(90.0f);

	// setting number of iterations
	joint.NumIterations = 4;

JointPath Class

Properties

float CurrentLinearVelocity#

The velocity of the linear motor.

mat3 WorldRotation#

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

mat3 Rotation0#

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

float LinearVelocity#

The target velocity of the attached linear motor.

float LinearForce#

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

float LinearDamping#

The linear damping of the joint.

Members


JointPath ( ) #

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

JointPath ( Body body0, Body body1 ) #

Constructor. Creates a path joint connecting two given bodies. An anchor is placed in the center of the rigid body attached the path body.

Arguments

JointPath ( Body body0, Body body1, vec3 anchor ) #

Constructor. Creates a path joint connecting two given bodies with an anchor placed at specified coordinates.

Arguments

Last update: 2024-12-13
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