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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.WorldAxis = new vec3(0.0f, 0.0f, 1.0f);

	// setting common joint constraint parameters
	joint.LinearRestitution = 0.4f;
	joint.AngularRestitution = 0.4f;
	joint.LinearSoftness = 0.4f;
	joint.AngularSoftness = 0.4f;

	// setting linear damping
	joint.LinearDamping = 4.0f;

	// setting linear limits [-1.5; 1.5]
	joint.LinearLimitFrom = -1.5f;
	joint.LinearLimitTo = 1.5f;

	// setting number of iterations
	joint.NumIterations = 16;

See Also#

Usage examples:

JointPrismatic Class

Properties

float CurrentLinearVelocity#

The velocity of the linear motor.

float CurrentLinearDistance#

The distance between the bodies.

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 the system of coordinates of the first connected body.

mat3 Rotation1#

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

float LinearVelocity#

The target velocity of the attached linear motor.

float LinearSpring#

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

float LinearDistance#

The target distance of the attached linear 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. The joint axis is calculated based on the axes of the connected bodies.

vec3 Axis0#

The axis of the first connected 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 axis ) #

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 axis - Axis coordinates.
Last update: 2024-12-13
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