This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
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
VR Development
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::JointPath Class

Header: #include <UniginePhysics.h>
Inherits from: 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 UnigineScript API samples located in the <UnigineSDK>/data/samples/ folder:
    • physics/train_00
    • joints/path_00

Example#

The following code illustrates connection of a rigid body (b0) and a path body (b1) using a path joint.

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

/* .. */

JointPathPtr joint = JointPath::create(b0, b1);

// setting linear damping, velocity and force limits
joint->setLinearDamping(200.0f);
joint->setLinearVelocity(-100.0f);
joint->setLinearForce(1000.0f);

// setting body orientation regarding the path
joint->setRotation0(rotateZ(90.0f));

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

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

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

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

Arguments

  • const Ptr<Body> & body0 - BodyRigid to be connected with the joint.
  • const Ptr<Body> & body1 - BodyPath to be connected with the joint.
  • const Math::Vec3 & anchor - Anchor coordinates.

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 ( ) #

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

Return value

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

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 ( ) #

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

Return value

Rotation matrix in the world-space coordinates.
Last update: 2023-12-19
Build: ()