This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::JointPath Class

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

A path joint is used with BodyPath: it attaches an arbitrary BodyRigid to move along its path.

Notice
The path is a spline along which an object can be moved.

See Also

  • A set of samples located in the data/samples/ directory, namely:
    1. physics/train_00.cpp
    2. joints/path_00.cpp

JointPath Class

Members


static JointPathPtr create()

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

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

Constructor. Creates a path joint connecting two given bodies. An anchor is placed in the center of the rigid body attached the path body.

Arguments

  • const Ptr<Body> & body0 - BodyRigid to be connected with the joint.
  • const Ptr<Body> & body1 - BodyPath to be connected with the joint.

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

Arguments

  • const Ptr<Body> & body0
  • const Ptr<Body> & body1
  • const Math::Vec3 & anchor

Ptr<JointPath> cast(const Ptr<Joint> & joint)

Arguments

  • const Ptr<Joint> & joint

float getCurrentLinearVelocity()

Returns the current linear velocity of the attached motor.

Return value

Current linear velocity in units per second.

void setLinearDamping(float damping)

Sets damping factor of linear velocities of bodies connected by the joint.

Arguments

  • float damping - Linear damping to be set. If a negative value is provided, 0 will be used instead.

float getLinearDamping()

Returns the current damping factor for linear velocities of bodies connected by the joint.

Return value

Linear damping.

void setLinearForce(float force)

Sets a maximum force of the attached motor. 0 means that the motor is not attached.

Arguments

  • float force - Maximum force to be set. If a negative value is provided, 0 will be used instead. 0 detaches the motor.

float getLinearForce()

Returns the maximum force of the attached motor.

Return value

Maximum force.

void setLinearVelocity(float velocity)

Sets a target linear velocity of the attached motor.

Arguments

  • float velocity - Target velocity in units per second.

float getLinearVelocity()

Returns the current linear velocity of the attached motor.

Return value

Target velocity in units per second.

void setRotation0(const Math::mat3 & rotation0)

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

Arguments

  • const Math::mat3 & rotation0 - Rotation matrix in the body-space coordinates.

Math::mat3 getRotation0()

void setWorldRotation(const Math::mat3 & rotation)

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

Arguments

  • const Math::mat3 & rotation - Rotation matrix in the world-space coordinates.

Math::mat3 getWorldRotation()

Last update: 2017-07-03
Build: ()