Unigine::JointBall Class
Header: | #include <UniginePhysics.h> |
Inherits: | Joint |
This class is used to create ball joints.
JointBall Class
Members
static JointBallPtr create()
Constructor. Creates a ball joint with an anchor at the origin of the world coordinates.static JointBallPtr create(const Ptr<Body> & body0, const Ptr<Body> & body1)
Constructor. Creates a ball joint connecting two given bodies. An anchor is placed between centers of mass of the bodies.Arguments
- const Ptr<Body> & body0 - The first body to connect with the joint.
- const Ptr<Body> & body1 - The second body to connect with the joint.
static JointBallPtr 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
static JointBallPtr create(const Ptr<Body> & body0, const Ptr<Body> & body1, const Math::Vec3 & anchor, const Math::vec3 & axis)
Arguments
- const Ptr<Body> & body0
- const Ptr<Body> & body1
- const Math::Vec3 & anchor
- const Math::vec3 & axis
Ptr<JointBall> cast(const Ptr<Joint> & joint)
Arguments
- const Ptr<Joint> & joint
void setAngularDamping(float damping)
Sets an angular damping of the joint.Arguments
- float damping - Angular damping. If a negative value is provided, 0 will be used instead.
float getAngularDamping()
Returns the angular damping of the joint.Return value
Angular damping.void setAngularLimitAngle(float angle)
Sets a swing limit angle. Swing limit specifies how much connected bodies can bend from the joint axis.Arguments
- float angle - Angle in degrees. The provided value will be saturated in the range [0; 180]. 0 means no limit.
float getAngularLimitAngle()
Returns the swing limit angle. Swing limit specifies how much connected bodies can bend from the joint axis. 0 means there is no limit.Return value
Swing limit angle in degrees.void setAngularLimitFrom(float from)
Sets a low twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.Arguments
- float from - Angle in degrees. The provided value will be saturated in the range [-180; 180].
float getAngularLimitFrom()
Returns the low twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.Return value
Low twist limit angle in degrees.void setAngularLimitTo(float to)
Sets a high twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.Arguments
- float to - Angle in degrees. The provided value will be saturated in the range [-180; 180].
float getAngularLimitTo()
Returns the high twist limit angle. Twist limit specifies how much a connected body can twist around the joint axis.Return value
High twist limit angle in degrees.void setAxis0(const Math::vec3 & axis0)
Sets an axis of the first connected body.Arguments
- const Math::vec3 & axis0 - Axis of the first body. The provided vector will be normalized.
Math::vec3 getAxis0()
Returns the axis of the first connected body.Return value
Axis of the first body.void setAxis1(const Math::vec3 & axis1)
Sets an axis of the second connected body.Arguments
- const Math::vec3 & axis1 - Axis of the second body. The provided vector will be normalized.
Math::vec3 getAxis1()
Returns the axis of the second connected body.Return value
Axis of the second body.void setWorldAxis(const Math::vec3 & axis)
Sets a joint axis. This method updates axes of the connected bodies.Arguments
- const Math::vec3 & axis - Joint axis.
Math::vec3 getWorldAxis()
Returns the joint axis. The joint axis is calculated based on the axes of the connected bodies.Return value
Joint axis.Last update: 2017-07-03
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