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.
JointHinge joint = new JointHinge(b0, b1);
// setting joint axis coordinates
joint.WorldAxis = new vec3(1.0f, 0.0f, 0.0f);
// setting common joint constraint parameters
joint.LinearRestitution = 0.4f;
joint.AngularRestitution = 0.4f;
joint.LinearSoftness = 0.4f;
joint.AngularSoftness = 0.4f;
// setting angular damping
joint.AngularDamping = 8.0f;
// setting angular limits, in degrees [-20; 20]
joint.AngularLimitFrom = -20.0f;
joint.AngularLimitTo = 20.0f;
// setting spring rigidity coefficient
joint.AngularSpring = 8.0f;
// setting number of iterations
joint.NumIterations = 16;
See Also#
Usage examples:
- Creating a Simple Mechanism Using Various Types of Joints.
- A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/joints/ folder:
- hinge_00
- hinge_01
- hinge_02
JointHinge Class
Properties
float CurrentAngularVelocity#
The velocity of the motor, i.e. the difference between angular velocities of two bodies connected with a hinge relative the hinge axis.
The valid velocity is returned only if both bodies are of BodyRigid type. Otherwise, 0 is returned.
float CurrentAngularAngle#
The 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 Axis0#
The axis of the first connected body.
vec3 Axis1#
The axis of the second 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
Last update:
13.12.2024
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