BulletUniversalConstraint (object)

Constraint similar to ODE Universal Joint has 2 rotational degrees of freedom, similar to Euler rotations around Z (axis 1) and Y (axis 2) Description from ODE manual : “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.”

BulletUniversalConstraint BulletUniversalConstraint BulletUniversalConstraint BulletTypedConstraint BulletTypedConstraint BulletUniversalConstraint->BulletTypedConstraint

Members

Data pointer  
BulletRigidBody rbA  
BulletRigidBody rbB  

Methods

  BulletUniversalConstraint ( in BulletRigidBody rbA, in BulletRigidBody rbB, in Vec3 anchor, in Vec3 axis1, in Vec3 axis2 )
  BulletUniversalConstraint ( in BulletUniversalConstraint other )
  BulletUniversalConstraint ()
  __construct ! ( in BulletRigidBody rbA, in BulletRigidBody rbB, in Vec3 anchor, in Vec3 axis1, in Vec3 axis2 )
  buildJacobian ! ()
  calculateTransforms ! ( in Xfo transA, in Xfo transB )
BulletUniversalConstraint clone ? ()
  enableFeedback ! ( in Boolean needsFeedback )
Vec3 getAnchor2 ? ()
Vec3 getAnchor ? ()
Scalar getAngle1 ? ()
Scalar getAngle2 ? ()
Scalar getAngle ? ( in Integer axis_index )
  getAngularLowerLimit ? ( io Vec3 angularLower )
  getAngularUpperLimit ? ( io Vec3 angularUpper )
Scalar getAppliedImpulse ? ()
Vec3 getAxis1 ? ()
Vec3 getAxis2 ? ()
Vec3 getAxis ? ( in Integer axis_index )
Scalar getBreakingImpulseThreshold ? ()
Xfo getCalculatedTransformA ? ()
Xfo getCalculatedTransformB ? ()
UInt32 getConstraintType ? ()
Xfo getFrameOffsetA ? ()
Xfo getFrameOffsetB ? ()
  getLinearLowerLimit ? ( io Vec3 linearLower )
  getLinearUpperLimit ? ( io Vec3 linearUpper )
Scalar getParam ? ( in Integer num )
Scalar getParam ? ( in Integer num, in Integer axis )
Data getPointer ? ()
Scalar getRelativePivotPosition ? ( in Integer axis_index )
BulletRigidBody getRigidBodyA ? ()
BulletRigidBody getRigidBodyB ? ()
BulletRotationalLimitMotor getRotationalLimitMotor ? ( in Integer index )
BulletTranslationalLimitMotor getTranslationalLimitMotor ? ()
Boolean getUseFrameOffset ? ()
Boolean isEnabled ? ()
Boolean isLimited ? ( in Integer limitIndex )
Boolean needsFeedback ? ()
  setAngularLowerLimit ! ( in Vec3 angularLower )
  setAngularUpperLimit ! ( in Vec3 angularUpper )
  setAxis ! ( in Vec3 axis1, in Vec3 axis2 )
  setBreakingImpulseThreshold ! ( in Scalar threshold )
  setEnabled ! ( in Boolean enabled )
  setFrames ! ( in Xfo frameA, in Xfo frameB )
  setLimit ! ( in Integer axis, in Scalar lo, in Scalar hi )
  setLinearLowerLimit ! ( in Vec3 linearLower )
  setLinearUpperLimit ! ( in Vec3 linearUpper )
  setLowerLimit ! ( in Scalar ang1min, in Scalar ang2min )
  setParam ! ( in Integer num, in Scalar value )
  setParam ! ( in Integer num, in Scalar value, in Integer axis )
  setUpperLimit ! ( in Scalar ang1max, in Scalar ang2max )
  setUseFrameOffset ! ( in Boolean frameOffsetOnOff )
Boolean testAngularLimitMotor ? ( in Integer axis_index )
  updateRHS ! ( in Scalar timeStep )
  ~BulletUniversalConstraint ()

Methods in detail

BulletUniversalConstraint ( in BulletRigidBody rbA, in BulletRigidBody rbB, in Vec3 anchor, in Vec3 axis1, in Vec3 axis2 )


BulletUniversalConstraint ( in BulletUniversalConstraint other )

copy constructor


BulletUniversalConstraint ()

default constructor


BulletUniversalConstraint.__construct! ( in BulletRigidBody rbA, in BulletRigidBody rbB, in Vec3 anchor, in Vec3 axis1, in Vec3 axis2 )


BulletUniversalConstraint.buildJacobian! ()


BulletUniversalConstraint.calculateTransforms! ( in Xfo transA, in Xfo transB )


BulletUniversalConstraint BulletUniversalConstraint.clone? ()

clone method


BulletUniversalConstraint.enableFeedback! ( in Boolean needsFeedback )

enableFeedback will allow to read the applied linear and angular impulse use getAppliedImpulse, getAppliedLinearImpulse and getAppliedAngularImpulse to read feedback information


Vec3 BulletUniversalConstraint.getAnchor2? ()


Vec3 BulletUniversalConstraint.getAnchor? ()


Scalar BulletUniversalConstraint.getAngle1? ()


Scalar BulletUniversalConstraint.getAngle2? ()


Scalar BulletUniversalConstraint.getAngle? ( in Integer axis_index )


BulletUniversalConstraint.getAngularLowerLimit? ( io Vec3 angularLower )


BulletUniversalConstraint.getAngularUpperLimit? ( io Vec3 angularUpper )


Scalar BulletUniversalConstraint.getAppliedImpulse? ()

getAppliedImpulse is an estimated total applied impulse. This feedback could be used to determine breaking constraints or playing sounds.


Vec3 BulletUniversalConstraint.getAxis1? ()


Vec3 BulletUniversalConstraint.getAxis2? ()


Vec3 BulletUniversalConstraint.getAxis? ( in Integer axis_index )


Scalar BulletUniversalConstraint.getBreakingImpulseThreshold? ()


Xfo BulletUniversalConstraint.getCalculatedTransformA? ()


Xfo BulletUniversalConstraint.getCalculatedTransformB? ()


UInt32 BulletUniversalConstraint.getConstraintType? ()


Xfo BulletUniversalConstraint.getFrameOffsetA? ()


Xfo BulletUniversalConstraint.getFrameOffsetB? ()


BulletUniversalConstraint.getLinearLowerLimit? ( io Vec3 linearLower )


BulletUniversalConstraint.getLinearUpperLimit? ( io Vec3 linearUpper )


Scalar BulletUniversalConstraint.getParam? ( in Integer num )

return the local value of parameter


Scalar BulletUniversalConstraint.getParam? ( in Integer num, in Integer axis )

return the local value of parameter


Data BulletUniversalConstraint.getPointer? ()


Scalar BulletUniversalConstraint.getRelativePivotPosition? ( in Integer axis_index )


BulletRigidBody BulletUniversalConstraint.getRigidBodyA? ()


BulletRigidBody BulletUniversalConstraint.getRigidBodyB? ()


BulletRotationalLimitMotor BulletUniversalConstraint.getRotationalLimitMotor? ( in Integer index )


BulletTranslationalLimitMotor BulletUniversalConstraint.getTranslationalLimitMotor? ()


Boolean BulletUniversalConstraint.getUseFrameOffset? ()


Boolean BulletUniversalConstraint.isEnabled? ()


Boolean BulletUniversalConstraint.isLimited? ( in Integer limitIndex )


Boolean BulletUniversalConstraint.needsFeedback? ()


BulletUniversalConstraint.setAngularLowerLimit! ( in Vec3 angularLower )


BulletUniversalConstraint.setAngularUpperLimit! ( in Vec3 angularUpper )


BulletUniversalConstraint.setAxis! ( in Vec3 axis1, in Vec3 axis2 )


BulletUniversalConstraint.setBreakingImpulseThreshold! ( in Scalar threshold )


BulletUniversalConstraint.setEnabled! ( in Boolean enabled )


BulletUniversalConstraint.setFrames! ( in Xfo frameA, in Xfo frameB )


BulletUniversalConstraint.setLimit! ( in Integer axis, in Scalar lo, in Scalar hi )


BulletUniversalConstraint.setLinearLowerLimit! ( in Vec3 linearLower )


BulletUniversalConstraint.setLinearUpperLimit! ( in Vec3 linearUpper )


BulletUniversalConstraint.setLowerLimit! ( in Scalar ang1min, in Scalar ang2min )


BulletUniversalConstraint.setParam! ( in Integer num, in Scalar value )

override the default global value of a parameter (such as ERP or CFM), optionally provide the BulletUniversalConstraint.axis (0..5). = ‘BulletUniversalConstraint_axis’ If no axis is provided, it uses the default axis for this constraint.


BulletUniversalConstraint.setParam! ( in Integer num, in Scalar value, in Integer axis )

override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). If no axis is provided, it uses the default axis for this constraint.


BulletUniversalConstraint.setUpperLimit! ( in Scalar ang1max, in Scalar ang2max )


BulletUniversalConstraint.setUseFrameOffset! ( in Boolean frameOffsetOnOff )


Boolean BulletUniversalConstraint.testAngularLimitMotor? ( in Integer axis_index )


BulletUniversalConstraint.updateRHS! ( in Scalar timeStep )


~ BulletUniversalConstraint ()