/** * Set the joint anchor point. * * The joint will try to keep this point on each body * together. The input is specified in world coordinates. * @param j j * @param x x * @param y y * @param z z */ //ODE_API public static void dJointSetBallAnchor (DBallJoint j, double x, double y, double z) { j.setAnchor(x, y, z); }
/** * 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. * @param j j * @param result r */ //ODE_API public static void dJointGetBallAnchor (DBallJoint j, DVector3 result) { j.getAnchor(result); }
/** * Get the joint anchor point, in world coordinates. * * This returns the point on body 2. You can think of a ball and socket * joint as trying to keep the result of dJointGetBallAnchor() and * dJointGetBallAnchor2() the same. If the joint is perfectly satisfied, * this function will return the same value as dJointGetBallAnchor() to * within roundoff errors. dJointGetBallAnchor2() can be used, along with * dJointGetBallAnchor(), to see how far the joint has come apart. * @param j j * @param result r */ //ODE_API public static void dJointGetBallAnchor2 (DBallJoint j, DVector3 result) { j.getAnchor2(result); }
/** * Get joint parameter. * @param j j * @param parameter p * @return r */ //ODE_API public static double dJointGetBallParam (DBallJoint j, int parameter) { return j.getParam(PARAM_N.toEnum(parameter)); }
/** * Set the joint anchor point. * @param j j * @param x x * @param y y * @param z z */ //ODE_API public static void dJointSetBallAnchor2 (DBallJoint j, double x, double y, double z) { j.setAnchor2(x, y, z); }
/** * Param setting for Ball joints. * @param j j * @param parameter p * @param value v */ //ODE_API public static void dJointSetBallParam (DBallJoint j, int parameter, double value) { j.setParam(PARAM_N.toEnum(parameter), value); }
/** * Get joint parameter. * @param j j * @param parameter p * @return r */ //ODE_API public static double dJointGetBallParam (DBallJoint j, int parameter) { return j.getParam(PARAM_N.toEnum(parameter)); }
/** * Set the joint anchor point. * @param j j * @param x x * @param y y * @param z z */ //ODE_API public static void dJointSetBallAnchor2 (DBallJoint j, double x, double y, double z) { j.setAnchor2(x, y, z); }
/** * Param setting for Ball joints. * @param j j * @param parameter p * @param value v */ //ODE_API public static void dJointSetBallParam (DBallJoint j, int parameter, double value) { j.setParam(PARAM_N.toEnum(parameter), value); }
/** * Set the joint anchor point. * * The joint will try to keep this point on each body * together. The input is specified in world coordinates. * @param j j * @param x x * @param y y * @param z z */ //ODE_API public static void dJointSetBallAnchor (DBallJoint j, double x, double y, double z) { j.setAnchor(x, y, z); }
/** * 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. * @param j j * @param result r */ //ODE_API public static void dJointGetBallAnchor (DBallJoint j, DVector3 result) { j.getAnchor(result); }
/** * Get the joint anchor point, in world coordinates. * * This returns the point on body 2. You can think of a ball and socket * joint as trying to keep the result of dJointGetBallAnchor() and * dJointGetBallAnchor2() the same. If the joint is perfectly satisfied, * this function will return the same value as dJointGetBallAnchor() to * within roundoff errors. dJointGetBallAnchor2() can be used, along with * dJointGetBallAnchor(), to see how far the joint has come apart. * @param j j * @param result r */ //ODE_API public static void dJointGetBallAnchor2 (DBallJoint j, DVector3 result) { j.getAnchor2(result); }
final DVector3C p = dBodyGetPosition (particle[i]); particle_joint[i].setAnchor(p);