iODEUniversalJoint Struct Reference
A universal joint is like a ball and socket joint that constrains an extra degree of rotational freedom. More...
#include <ivaria/ode.h>
Inheritance diagram for iODEUniversalJoint:

Public Member Functions | |
virtual csVector3 | GetUniversalAnchor1 ()=0 |
Get the joint anchor point, in world coordinates. | |
virtual csVector3 | GetUniversalAnchor2 ()=0 |
Get the joint anchor point, in world coordinates. | |
virtual csVector3 | GetUniversalAxis1 ()=0 |
Get universal axis on body 1. | |
virtual csVector3 | GetUniversalAxis2 ()=0 |
Get universal axis on body 2. | |
virtual void | SetUniversalAnchor (float x, float y, float z)=0 |
Set universal anchor. | |
virtual void | SetUniversalAxis1 (float x, float y, float z)=0 |
Set axis on body 1 (should be perpendicular to axis 2). | |
virtual void | SetUniversalAxis2 (float x, float y, float z)=0 |
Set axis on body 2 (should be perpendicular to axis 1). |
Detailed Description
A universal joint is like a ball and socket joint that constrains an extra degree of rotational freedom.Given axis 1 on body 1, and axis 2 on body 2 that is perpendicular to axis 1, it keeps them perpendicular. In other words, rotation of the two bodies about the direction perpendicular to the two axes will be equal.
Definition at line 576 of file ode.h.
Member Function Documentation
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Get the joint anchor point, in world coordinates. This returns the point on body 1. If the joint is perfectly satisfied, this will be the same as the point on body 2. |
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Get the joint anchor point, in world coordinates. This returns the point on body 2. If the joint is perfectly satisfied, this will be the same as the point on body 1. |
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Get universal axis on body 1.
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Get universal axis on body 2.
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Set universal anchor.
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Set axis on body 1 (should be perpendicular to axis 2).
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Set axis on body 2 (should be perpendicular to axis 1).
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The documentation for this struct was generated from the following file:
- ivaria/ode.h
Generated for Crystal Space by doxygen 1.4.6