Unigine.JointPrismatic Class
Inherits from: | Joint |
This class is used to create prismatic joints.
Example#
The following code illustrates connection of two bodies (b0 and b1) using a prismatic joint.
JointPrismatic joint = new JointPrismatic(b0, b1);
// setting joint axis coordinates
joint.WorldAxis = new vec3(0.0f, 0.0f, 1.0f);
// setting common joint constraint parameters
joint.LinearRestitution = 0.4f;
joint.AngularRestitution = 0.4f;
joint.LinearSoftness = 0.4f;
joint.AngularSoftness = 0.4f;
// setting linear damping
joint.LinearDamping = 4.0f;
// setting linear limits [-1.5; 1.5]
joint.LinearLimitFrom = -1.5f;
joint.LinearLimitTo = 1.5f;
// 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:
- prismatic_00
- prismatic_01
JointPrismatic Class
Properties
float CurrentLinearVelocity#
The velocity of the linear motor.
float CurrentLinearDistance#
The distance between the bodies.
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 the system of coordinates of the first connected body.
mat3 Rotation1#
The rotation matrix of the anchor point in the system of coordinates of the second connected body.
float LinearVelocity#
The target velocity of the attached linear motor.
float LinearSpring#
The rigidity coefficient of the linear spring. 0 means that the spring is not attached.
float LinearLimitTo#
The high limit distance. This limit specifies how far a connected body can move along the joint axis.
float LinearLimitFrom#
The low limit distance. This limit specifies how far a connected body can move along the joint axis.
float LinearForce#
The maximum force of the attached linear motor. 0 means that the motor is not attached.
float LinearDistance#
The target distance of the attached linear spring. The spring tries to move the connected bodies so that to keep this distance between them.
float LinearDamping#
The linear damping of the joint.
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.
Members
JointPrismatic ( ) #
Constructor. Creates a prismatic joint with an anchor at the origin of the world coordinates.JointPrismatic ( Body body0, Body body1 ) #
Constructor. Creates a prismatic 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.
JointPrismatic ( Body body0, Body body1, vec3 anchor, vec3 axis ) #
Constructor. Creates a prismatic 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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