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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.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:

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.
Notice
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

  • 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: 13.12.2024
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