Unigine.JointPath Class
Inherits from: | Joint |
A path joint is used with BodyPath: it attaches an arbitrary BodyRigid to move along its path.
The path is a spline along which an object can be moved.
See Also#
- A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/ folder:
- physics/train_00
- joints/path_00
Example#
The following code illustrates connection of a rigid body (b0) and a path body (b1) using a path joint.
JointPath joint = new JointPath(b0, b1);
// setting linear damping, velocity and force limits
joint.LinearDamping = 200.0f;
joint.LinearVelocity = -100.0f;
joint.LinearForce = 1000.0f;
// setting body orientation with reference to the path
joint.Rotation0 = MathLib.RotateZ3(90.0f);
// setting number of iterations
joint.NumIterations = 4;
JointPath Class
Properties
float CurrentLinearVelocity#
The velocity of the linear motor.
mat3 WorldRotation#
The rotation matrix of the anchor point in the world system of coordinates.
mat3 Rotation0#
The rotation matrix of the anchor point in a system of coordinates of the connected rigid body.
float LinearVelocity#
The target velocity of the attached linear motor.
float LinearForce#
The maximum force of the attached linear motor. 0 means that the motor is not attached.
float LinearDamping#
The linear damping of the joint.
Members
JointPath ( ) #
Constructor. Creates a path joint with an anchor at the origin of the world coordinates.JointPath ( Body body0, Body body1 ) #
Constructor. Creates a path joint connecting two given bodies. An anchor is placed in the center of the rigid body attached the path body.Arguments
- Body body0 - BodyRigid to be connected with the joint.
- Body body1 - BodyPath to be connected with the joint.
JointPath ( Body body0, Body body1, vec3 anchor ) #
Constructor. Creates a path joint connecting two given bodies with an anchor placed at specified coordinates.Arguments
Last update:
13.12.2024
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