This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Professional (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Materials and Shaders
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
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
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Unigine.JointHinge Class

Inherits from: Joint

This class is used to create hinge joints.

Example#

The following code illustrates connection of two bodies (b0 and b1) using a hinge joint.

Source code (C#)
JointHinge joint = new JointHinge(b0, b1);

// setting joint axis coordinates
joint.setWorldAxis(vec3(1.0f, 0.0f, 0.0f));

// setting common joint constraint parameters
joint.setLinearRestitution(0.4f);
joint.setAngularRestitution(0.4f);
joint.setLinearSoftness(0.4f);
joint.setAngularSoftness(0.4f);

// setting angular damping
joint.setAngularDamping(8.0f);

// setting angular limits, in degrees [-20; 20]
joint.setAngularLimitFrom(-20.0f);
joint.setAngularLimitTo(20.0f);

// setting spring rigidity coefficient
joint.setAngularSpring(8.0f);

// setting number of iterations
joint.setNumIterations(16);

See Also#

Usage examples:

JointHinge Class

Properties

float CurrentAngularVelocity#

The current velocity of the motor, i.e. the difference between angular velocities of two bodies connected with a hinge relative the hinge axis.
Notice
This function returns the valid velocity only if both bodies are of BodyRigid type. Otherwise, 0 is returned.

float CurrentAngularAngle#

The current angle between the bodies.

float AngularVelocity#

The target velocity of the attached angular motor.

float AngularSpring#

The rigidity coefficient of the angular spring. 0 means that the spring is not attached.

float AngularLimitTo#

The high rotation limit angle. rotation limit specifies how much a connected body can rotate around the joint axis.

float AngularLimitFrom#

The low rotation limit angle. rotation limit specifies how much a connected body can rotate around the joint axis.

float AngularTorque#

The maximum torque of the attached angular motor. 0 means that the motor is not attached.

float AngularDamping#

The angular damping of the joint.

float AngularAngle#

The target angle of the attached angular spring. the spring tries to rotate the connected bodies so that they make this angle.

vec3 WorldAxis#

The joint axis. the joint axis is calculated based on the axes of the connected bodies.

vec3 Axis1#

The axis of the second connected body.

vec3 Axis0#

The axis of the first connected body.

Members


JointHinge ( ) #

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

JointHinge ( Body body0, Body body1 ) #

Constructor. Creates a hinge 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.

JointHinge ( Body body0, Body body1, vec3 anchor, vec3 axis ) #

Constructor. Creates a hinge joint connecting two given bodies with specified axis coordinates and 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.
  • vec3 axis - Axis coordinates.
Last update: 14.12.2022
Build: ()