This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
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
Rendering-Related Classes
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::JointFixed Class

Header:#include <UniginePhysics.h>
Inherits:Joint

This class is used to create fixed joints.

JointFixed Class

Members


static JointFixedPtr create()

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

static JointFixedPtr create(const Ptr<Body> & body0, const Ptr<Body> & body1)

Constructor. Creates a 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 JointFixedPtr 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

Ptr<JointFixed> cast(const Ptr<Joint> & joint)

Arguments

  • const Ptr<Joint> & joint

void setRotation0(const Math::mat3 & rotation0)

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

Arguments

  • const Math::mat3 & rotation0 - Rotation matrix in the body coordinate space.

Math::mat3 getRotation0()

void setRotation1(const Math::mat3 & rotation1)

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

Arguments

  • const Math::mat3 & rotation1 - Rotation matrix in the body coordinate space.

Math::mat3 getRotation1()

void setWorldRotation(const Math::mat3 & rotation)

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

Arguments

  • const Math::mat3 & rotation - Rotation matrix in the world coordinate space.

Math::mat3 getWorldRotation()

Last update: 03.07.2017
Build: ()