Unigine.Joint Class
This class is used to simulate various types of joints and define common parameters shared by all joints.
See Also#
- A C++ API sample located in the <UnigineSDK>/source/samples/Api/Physics/JointCallbacks folder
- A C# API sample located in the <UnigineSDK>/source/csharp/samples/Api/Physics/JointCallbacks folder
- A UnigineScript API sample <UnigineSDK>/data/samples/physics/callbacks_03
Joint Class
Enums
TYPE#
Type of the joint defining its properties.Name | Description |
---|---|
JOINT_FIXED = 0 | Fixed joint. |
JOINT_BALL = 1 | Ball joint. |
JOINT_HINGE = 2 | Hinge joint. |
JOINT_PRISMATIC = 3 | Prismatic joint. |
JOINT_CYLINDRICAL = 4 | Cylindrical joint. |
JOINT_SUSPENSION = 5 | Suspension joint. |
JOINT_WHEEL = 6 | Wheel joint. |
JOINT_PARTICLES = 7 | Particles joint. |
JOINT_PATH = 8 | Path joint. |
NUM_JOINTS = 9 |
Properties
vec3 WorldAnchor#
The anchor point in the world coordinates.
set
Sets the anchor point in the world coordinates.
set value -
Coordinates of the anchor point in the world space.
vec3 Anchor1#
The coordinates of the anchor point in a system of coordinates of the second connected body.
set
Sets coordinates of the anchor point in a system of coordinates of the second connected body.
set value -
Coordinates of the anchor point in the body coordinate space.
vec3 Anchor0#
The coordinates of the anchor point in a system of coordinates of the first connected body.
set
Sets coordinates of the anchor point in a system of coordinates of the first connected body.
set value -
Coordinates of the anchor point in the body coordinate space.
float AngularSoftness#
The current angular softness (elasticity) of the joint. when the joint is twisted, angular softness defines whether angular velocities of the bodies are averaged out. for example:
- 0 means that the joint is rigid. Angular velocities of the first and the second body are independent.
- 1 means that the joint is elastic (jelly-like). If the first body changes its velocity, velocity of the second body is equalized with it.
set
Sets the angular softness (elasticity) of the joint. When the joint is twisted, angular softness defines whether angular velocities of the bodies are averaged out. For example:
- 0 means that the joint is rigid. Angular velocities of the first and the second body are independent.
- 1 means that the joint is elastic (jelly-like). If the first body changes its velocity, velocity of the second body is equalized with it.
set value -
Angular softness. The provided value will be clamped in the range [0;1].
float LinearSoftness#
The current linear softness (elasticity) of the joint. when the joint is stretched, linear softness defines whether linear velocities of the bodies are averaged out. for example:
- 0 means that the joint is rigid. Velocities of the first and the second body are independent.
- 1 means that the joint is elastic (jelly-like). If the first body changes its velocity, velocity of the second body is equalized with it.
set
Sets the linear softness (elasticity) of the joint. When the joint is stretched, linear softness defines whether linear velocities of the bodies are averaged out. For example:
- 0 means that the joint is rigid. Linear velocities of the first and the second body are independent.
- 1 means that the joint is elastic (jelly-like). If the first body changes its velocity, velocity of the second body is equalized with it.
set value -
Linear softness. The provided value will be clamped in the range [0;1].
float AngularRestitution#
The current angular restitution (stiffness) of the joint. angular restitution defines how fast the joint compensates for change of the angle between two bodies. when bodies are turned relative each other, restitution controls the magnitude of force which is applied to both bodies so that their anchor points to become aligned again. for example:
- 1 means that the joint is to return bodies in place throughout 1 physics tick.
- 0.2 means that the joint is to return bodies in place throughout 5 physics ticks.
set
Sets the current angular restitution (stiffness) of the joint. Angular restitution defines how fast the joint compensates for change of the angle between two bodies. When bodies are turned relative each other, restitution controls the magnitude of force which is applied to both bodies so that their anchor points to become aligned again. For example:
- 1 means that the joint is to return bodies in place throughout 1 physics tick.
- 0.2 means that the joint is to return bodies in place throughout 5 physics ticks.
set value -
Angular restitution. The provided value will be clamped in the range [0;1].
float LinearRestitution#
The current linear restitution (stiffness) of the joint. linear restitution defines how fast the joint compensates for linear coordinate change between two bodies. when bodies are dragged apart, restitution controls the magnitude of force which is applied to both bodies so that their anchor points to become aligned again. for example:
- 1 means that the joint is to return bodies in place throughout 1 physics tick.
- 0.2 means that the joint is to return bodies in place throughout 5 physics ticks.
set
Sets the linear restitution (stiffness) of the joint. Linear restitution defines how fast the joint compensates for linear coordinate change between two bodies. When bodies are dragged apart, restitution controls the magnitude of force which is applied to both bodies so that their anchor points to become aligned again. For example:
- 1 means that the joint is to return bodies in place throughout 1 physics tick.
- 0.2 means that the joint is to return bodies in place throughout 5 physics ticks.
set value -
Linear restitution. The provided value will be clamped in the range [0;1].
float MaxTorque#
The maximum amount of torque that can be exerted on the joint. if this limit is exceeded, the joint breaks.
set
Sets the maximum amount of torque that can be exerted on the joint. If this limit is exceeded, the joint breaks.
set value -
Maximum amount of torque.
float MaxForce#
The maximum amount of force that can be exerted on the joint. if this limit is exceeded, the joint breaks.
set
Sets the maximum amount of force that can be exerted on the joint. If this limit is exceeded, the joint breaks.
set value -
Maximum amount of force.
int NumIterations#
The current number of iterations used to solve joints.
set
Sets the number of iterations used to solve joints. Note that if this value is too low, the precision of calculations will suffer.
set value -
Number of iterations. If a non-positive value is provided, 1 will be used instead.
string Name#
The name of the joint.
set
Sets the name of the joint.
set value -
Name of the joint.
bool IsFrozen#
A value indicating if the joint is frozen or not.
set
Freezes or unfreezes the joint.
set value -
Positive number to freeze the joint, 0 to unfreeze it.
bool IsBroken#
A value indicating if the joint is broken or not.
set
Sets a value indicating if the joint is broken or not.
set value -
Positive number to break the joint, 0 to make it intact.
int Collision#
A value indicating if collisions between the connected bodies are enabled.
set
Sets a value indicating if collisions between the connected bodies are enabled.
set value -
Positive number to enable collisions between the bodies, 0 to disable them.
bool IsEnabledSelf#
A value indicating is the joint is enabled.
bool IsEnabled#
A value indicating if the joint calculations are enabled.
set
Enables or disables joint calculations.
set value -
Positive number to enable the joint, 0 to disable it.
Body Body1#
The second body connected using the joint.
set
Sets the second body connected using the joint.
set value -
The second body connected with the joint.
Body Body0#
The first body connected using the joint.
set
Sets the first body connected using the joint.
set value -
The first body connected with the joint.
string TypeName#
The name of the joint type.
Joint.TYPE Type#
The type of the joint.
Node Node1#
Returns a node possessing the second body connected to the joint.
set
Sets the node possessing the second body to be connected to the joint.
set value -
Node possessing the second body connected to the joint is assigned. The node must be an object and must have a body assigned.
Node Node0#
Returns a node possessing the first body connected to the joint.
set
Sets the node possessing the first body to be connected to the joint.
set value -
Node possessing the first body connected to the joint is assigned. The node must be an object and must have a body assigned.
Members
Joint CreateJoint ( int type ) #
Creates a new joint of the specified type.Arguments
- int type - Joint type. One of the JOINT_* values.
Return value
New created joint instance.Joint CreateJoint ( string type_name ) #
Creates a new joint of the specified type.Arguments
- string type_name - Joint type name.
Return value
New created joint instance.void SetNode0 ( Node node0 ) #
Sets the node possessing the first body to be connected to the joint.Arguments
- Node node0 - Node possessing the first body connected to the joint is assigned. The node must be an object and must have a body assigned.
Node GetNode0 ( ) #
Returns a node possessing the first body connected to the joint.Return value
Node possessing the first body connected to the joint is assigned (if it exists).void SetNode1 ( Node node1 ) #
Sets the node possessing the second body to be connected to the joint.Arguments
- Node node1 - Node possessing the second body connected to the joint is assigned. The node must be an object and must have a body assigned.
Node GetNode1 ( ) #
Returns a node possessing the second body connected to the joint.Return value
Node possessing the second body connected to the joint is assigned (if it exists).BodyRigid GetBodyRigid0 ( ) #
Returns the first connected body as a rigid body.Return value
The first rigid body connected using the joint or NULL (0), if the body is not rigid.BodyRigid GetBodyRigid1 ( ) #
Returns the second connected body as a rigid body.Return value
The second rigid body connected using the joint or NULL (0), if the body is not rigid.IntPtr addBrokenCallback ( BrokenDelegate func ) #
Adds a callback function to be called when the joint breaks. The signature of the broken callback function must be as follows:void broken_callback_function_name(Body body);
You can set a callback function as follows:
addBrokenCallback(broken_callback_function_name);
Physics-based callbacks are executed in parallel with the main tread, so you should not modify nodes inside these functions. If you want to reposition, transform, create or delete nodes captured by your callback function, you can store them in the array and then perform all necessary operations in the update().
Example: Setting a joint broken callback function for a certain class:
class SomeClass
{
// joint for which a broken callback function is to be set
Unigine.Joint Joint;
/*...*/
// callback function
private void on_broken(Joint joint)
{
// insert your code handling joint breaking here
}
private void registerCallback()
{
// setting the on_broken() function to handle breaking for the joint
joint.addBrokenCallback(on_broken);
}
/*...*/
}
Physics-based callbacks are not executed immediately, but before the next updatePhysics() or next update() of the world script.
Arguments
- BrokenDelegate func - Callback function with the following signature: void BrokenDelegate(Joint joint)
Return value
ID of the last added broken callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.bool removeBrokenCallback ( IntPtr id ) #
Removes the specified callback from the list of broken callbacks.Arguments
- IntPtr id - Broken callback ID obtained when adding it.
Return value
True if the broken callback with the given ID was removed successfully; otherwise false.void clearBrokenCallbacks ( ) #
Clears all added broken callbacks.int SetID ( int id ) #
Sets the unique ID for the joint.Arguments
- int id - Unique ID.
Return value
1 if the ID is set successfully; otherwise, 0.int GetID ( ) #
Returns the unique ID of the joint.Return value
Unique ID.string GetTypeName ( int type ) #
Returns the name of a joint type with a given ID.Arguments
- int type - Joint type ID. One of the JOINT_* values.
Return value
Joint type name.Joint Clone ( ) #
Clones the joint.Return value
Copy of the joint.void RenderVisualizer ( vec4 color ) #
Renders the joint.You should enable the engine visualizer by the show_visualizer 1 console command.
Arguments
- vec4 color - Color, in which the joint will be rendered.
int RestoreState ( Stream stream ) #
Restores the state of a given node from a binary stream.- If a node is a parent for other nodes, states of these child nodes need to be restored manually.
- To save the state into a buffer, file or a message from a socket, make sure the stream is opened. If necessary, you can set a position for writing for buffers and files.
Arguments
- Stream stream - Stream with saved node state data.
Return value
1 if node state is successfully restored; otherwise, 0.int SaveState ( Stream stream ) #
Saves the state of a given node into a binary stream.- If a node is a parent for other nodes, states of these child nodes need to be saved manually.
- To save the state from a buffer, file or a message from a socket, make sure the stream is opened. For buffers and files, you also need to set the proper position for reading.
Arguments
- Stream stream - Stream to save node state data.
Return value
1 if node state is successfully saved; otherwise, 0.void Swap ( Joint joint ) #
Swaps the joints saving the pointers.Arguments
- Joint joint - A joint to swap.
Last update:
25.08.2020
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