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Unigine.JointSuspension Class

Inherits from: Joint

Warning
This joint type is deprecated and will be removed in the upcoming releases. It is recommended to use the Wheel Joint instead.

This class is used to create a suspension joint. The bodies that represent both a frame and a wheel must be rigid bodies.

Example#

The following code illustrates connection of two rigid bodies (frame and wheel) using a suspension joint.

Source code (C#)
JointSuspension joint = new JointSuspension(frame, wheel);

	// setting joint anchor coordinates
	joint.WorldAnchor = wheel.Object.WorldTransform * new Vec3(0.0f);

	// setting joint axes coordinates
	joint.WorldAxis0 = new vec3(0.0f, 0.0f, 1.0f);
	joint.WorldAxis1 = new vec3(0.0f, 1.0f, 0.0f);

	// setting linear damping and spring rigidity
	joint.LinearDamping = 2.0f;
	joint.LinearSpring = 200.0f;

	// setting lower and upper suspension ride limits [-0.5; 0.0]
	joint.LinearLimitFrom = -0.5f;
	joint.LinearLimitTo = 0.0f;

	// setting target suspension height 
	joint.LinearDistance = 0.5f;

	// setting maximum angular velocity and torque
	joint.AngularVelocity = -20.0f;
	joint.AngularTorque = 10.0f;

	// setting common joint constraint parameters
	joint.LinearRestitution = 0.2f;
	joint.AngularRestitution = 0.2f;
	joint.LinearSoftness = 0.2f;
	joint.AngularSoftness = 0.2f;

	// setting number of iterations
	joint.NumIterations = 8;

See Also#

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

    • car_00
    • car_01
    • car_02

JointSuspension Class

Properties

float CurrentLinearDistance#

The suspension compression.

float CurrentAngularVelocity#

The velocity of wheel rotation.

float AngularVelocity#

The target velocity of wheel rotation.

float AngularTorque#

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

float AngularDamping#

The angular damping of the joint (wheel rotation damping).

float LinearSpring#

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

float LinearLimitTo#

The high limit of the suspension ride. This limit specifies how far a connected body can move along the joint axis.

float LinearLimitFrom#

The low limit of the suspension ride. This limit specifies how far a connected body can move along the joint axis.

float LinearDistance#

The target height of the suspension.

float LinearDamping#

The linear damping of the suspension.

vec3 WorldAxis0#

The suspension axis in the world coordinates.

vec3 WorldAxis1#

The wheel spindle axis in the world coordinates.

vec3 Axis00#

The coordinates of suspension axis, along which a wheel moves vertically. This is a shock absorber.

vec3 Axis10#

The wheel spindle axis in coordinates of the frame (body 0): an axis around which a wheel rotates when moving forward (or backward).

vec3 Axis11#

The wheel spindle axis in coordinates of the wheel (body 1): an axis around which a wheel rotates when steering.

Members


JointSuspension ( ) #

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

JointSuspension ( Body body0, Body body1 ) #

Constructor. Creates a suspension joint connecting two given bodies. An anchor is placed between centers of mass of the bodies.

Arguments

  • Body body0 - Frame to be connected with the joint.
  • Body body1 - Wheel to be connected with the joint.

JointSuspension ( Body body0, Body body1, vec3 anchor, vec3 axis0, vec3 axis1 ) #

Constructor. Creates a suspension joint connecting two given bodies with specified suspension and spindle axis coordinates and an anchor placed at specified coordinates.

Arguments

  • Body body0 - Frame to be connected with the joint.
  • Body body1 - Wheel to be connected with the joint.
  • vec3 anchor - Anchor coordinates.
  • vec3 axis0 - Suspension axis coordinates.
  • vec3 axis1 - Wheel spindle axis coordinates.
Last update: 2024-12-13
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