This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
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
CIGI Client Plugin
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.JointFixed Class

Inherits: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#)
JointFixed joint = new JointFixed(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

JointFixed Class

Members


static JointFixed()

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

static JointFixed(Body body0, Body body1)

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

Arguments

  • Body body0 - First body to be connected with the joint.
  • Body body1 - Second body to be connected with the joint.

static JointFixed(Body body0, Body body1, Vec3 anchor)

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

Arguments

  • Body body0 - First body to be connected with the joint.
  • Body body1 - Second body to be connected with the joint.
  • Vec3 anchor - Anchor coordinates.

JointFixed cast(Joint joint)

Casts a JointFixed out of the Joint instance.

Arguments

  • Joint joint - Joint instance.

Return value

JointFixed.

void setRotation0(mat3 rotation0)

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

Arguments

  • mat3 rotation0 - Rotation matrix in the body coordinate space.

mat3 getRotation0()

void setRotation1(mat3 rotation1)

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

Arguments

  • mat3 rotation1 - Rotation matrix in the body coordinate space.

mat3 getRotation1()

void setWorldRotation(mat3 rotation)

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

Arguments

  • mat3 rotation - Rotation matrix in the world coordinate space.

mat3 getWorldRotation()

Last update: 2018-08-10
Build: ()