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
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

Unigine::JointFixed Class

Header: #include <UniginePhysics.h>
Inherits from: Joint

This class is used to create fixed joints.

Example#

The following code illustrates connection of two bodies (b0 and b1) using a fixed joint.

Source code (C++)
include <UniginePhysics.h>

/* .. */

JointFixedPtr joint = JointFixed::create(b0, b1);

// setting common joint constraint parameters
joint->setLinearRestitution(0.8f);
joint->setAngularRestitution(0.8f);
joint->setLinearSoftness(0.0f);
joint->setAngularSoftness(0.0f);

// setting number of iterations
joint->setNumIterations(4);

See Also#

Usage examples:

JointFixed Class

Members

void setWorldRotation ( const Math::mat3& rotation ) #

Sets a new rotation matrix of the anchor point in the world system of coordinates.

Arguments

  • const Math::mat3& rotation - The rotation matrix in the world coordinate space.

Math::mat3 getWorldRotation() const#

Returns the current rotation matrix of the anchor point in the world system of coordinates.

Return value

Current rotation matrix in the world coordinate space.

void setRotation0 ( const Math::mat3& rotation0 ) #

Sets a new rotation matrix of the anchor point in the system of coordinates of the first connected body.

Arguments

  • const Math::mat3& rotation0 - The rotation matrix in the body coordinate space.

Math::mat3 getRotation0() const#

Returns the current rotation matrix of the anchor point in the system of coordinates of the first connected body.

Return value

Current rotation matrix in the body coordinate space.

void setRotation1 ( const Math::mat3& rotation1 ) #

Sets a new rotation matrix of the anchor point in the system of coordinates of the second connected body.

Arguments

  • const Math::mat3& rotation1 - The rotation matrix in the body coordinate space.

Math::mat3 getRotation1() const#

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

Return value

Current rotation matrix in the body coordinate space.

static JointFixedPtr create ( ) #

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

static JointFixedPtr create ( const Ptr<Body> & body0, const Ptr<Body> & body1 ) #

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

Arguments

  • const Ptr<Body> & body0 - First body to be connected with the joint.
  • const Ptr<Body> & body1 - Second body to be connected with the joint.

static JointFixedPtr create ( const Ptr<Body> & body0, const Ptr<Body> & body1, const Math::Vec3 & anchor ) #

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

Arguments

  • const Ptr<Body> & body0 - First body to be connected with the joint.
  • const Ptr<Body> & body1 - Second body to be connected with the joint.
  • const Math::Vec3 & anchor - Anchor coordinates.
Last update: 2024-08-16
Build: ()