/** * Create a new joint of the ball type. * * <p>REMARK: * The joint is initially in "limbo" (i.e. it has no effect on the simulation) * because it does not connect to any bodies. * @param w w * @param g set to <tt>null</tt> to allocate the joint normally. * If it is nonzero the joint is allocated in the given joint group. * @return joint */ //ODE_API public static DBallJoint dJointCreateBall (DWorld w, DJointGroup g) { return OdeHelper.createBallJoint(w, g); }
/** * Create a new joint of the ball type. * * <p>REMARK: * The joint is initially in "limbo" (i.e. it has no effect on the simulation) * because it does not connect to any bodies. * @param w w * @param g set to <tt>null</tt> to allocate the joint normally. * If it is nonzero the joint is allocated in the given joint group. * @return joint */ //ODE_API public static DBallJoint dJointCreateBall (DWorld w, DJointGroup g) { return OdeHelper.createBallJoint(w, g); }
joint[i] = OdeHelper.createBallJoint(world); //.create (world); joint[i].attach (body[i],body[i+1]); double k = (i+0.5)*SIDE;
joint[i] = OdeHelper.createBallJoint(world); //.create (world); joint[i].attach (body[i],body[i+1]); double k = (i+0.5)*SIDE;
joint[i] = OdeHelper.createBallJoint(world,null); joint[i].attach(body[i],body[i+1]); k = (i+0.5)*SIDE;
linked[b1*NUM + b2] = 1; linked[b2*NUM + b1] = 1; joint[i] = OdeHelper.createBallJoint (world,null); joint[i].attach (body[b1],body[b2]); joint[i].setAnchor (dRandReal()*2-1,
particle_joint[i] = OdeHelper.createBallJoint (world,null); particle_joint[i].attach (anchor_body,particle[i]); DVector3C p = particle[i].getPosition();