Unigine.JointSuspension Class
Inherits from: | Joint |
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.
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
Last update:
2024-12-13
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)