JointParticles Class
Inherits: | Joint |
JointParticles Class
Members
static JointParticles()
Constructor. Creates a particle joint with an anchor at the origin of the world coordinates.static JointParticles(Body body0, Body body1)
Constructor. Creates a particle joint connecting two given bodies. An anchor is placed in the center of the body to which the cloth or rope are pinned.Arguments
- Body body0 - The first body to be connected with the joint. It can be one of the following:
- Body body1 - The second body to connect with the joint. It can be one of the following:
static JointParticles(Body body0, Body body1, Vec3 anchor, vec3 size)
Arguments
- Body body0
- Body body1
- Vec3 anchor
- vec3 size
JointParticles cast(Joint joint)
Arguments
- Joint joint
int getNumParticles()
Returns the total number of pinned particles of the cloth or rope body.Return value
The number of pinned particles.float getParticleMass(int num)
Returns the mass of the pinned particle of the cloth or rope body.Arguments
- int num - Particle number.
Return value
Particle mass.vec3 getParticlePosition(int num)
Returns the position of the pinned particle of the cloth or rope body.Arguments
- int num - Particle number.
Return value
Particle position.void setSize(vec3 size)
Updates a size of the area for pinning vertices of cloth or rope body to another body.Arguments
- vec3 size - Size of the area to be pinned.
vec3 getSize()
Returns the current size of the area of pinned vertices of cloth or rope body to another body.Return value
Size of the pinned area.void setThreshold(float threshold)
Updates a threshold that determines the distance for pinning vertices of cloth or rope body to another body. If vertices are closer than the threshold, they are pinned together; otherwise, particles stay loose.Arguments
- float threshold - Threshold of pinning distance.
float getThreshold()
Returns the current threshold that determines the distance for pinning vertices of cloth or rope body to another body. If vertices are closer than the threshold, they are pinned together; otherwise, particles stay loose.Return value
Threshold of pinning distance.void clearParticles()
Unpins the cloth or rope body completely.Last update: 2017-07-03
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