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/*************************************************************************
 *                                                                       *
 * Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith.       *
 * All rights reserved.  Email: [email protected]   Web: www.q12.org          *
 * Open Dynamics Engine 4J, Copyright (C) 2009-2014 Tilmann Zaeschke     *
 * All rights reserved.  Email: [email protected]   Web: www.ode4j.org        *
 *                                                                       *
 * This library is free software; you can redistribute it and/or         *
 * modify it under the terms of EITHER:                                  *
 *   (1) The GNU Lesser General Public License as published by the Free  *
 *       Software Foundation; either version 2.1 of the License, or (at  *
 *       your option) any later version. The text of the GNU Lesser      *
 *       General Public License is included with this library in the     *
 *       file LICENSE.TXT.                                               *
 *   (2) The BSD-style license that is included with this library in     *
 *       the file ODE-LICENSE-BSD.TXT and ODE4J-LICENSE-BSD.TXT.         *
 *                                                                       *
 * This library is distributed in the hope that it will be useful,       *
 * but WITHOUT ANY WARRANTY; without even the implied warranty of        *
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files    *
 * LICENSE.TXT, ODE-LICENSE-BSD.TXT and ODE4J-LICENSE-BSD.TXT for more   *
 * details.                                                              *
 *                                                                       *
 *************************************************************************/
package org.ode4j.ode;

import org.ode4j.math.DVector3;
import org.ode4j.math.DVector3C;

public interface DBallJoint extends DJoint {

	/**
	 * 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 x x * @param y y * @param z z */ void setAnchor (double x, double y, double z); /** * Set the joint anchor point. * @param x x * @param y y * @param z z */ void setAnchor2(double x, double y, double z); /** * 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 a vector a */ void setAnchor (DVector3C a); /** * Set the joint anchor point on body 2. * @param a vector a */ void setAnchor2 (DVector3C a); /** * 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 result Vector with result */ void getAnchor (DVector3 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 {@code dJointGetBallAnchor()} and * {@code dJointGetBallAnchor2()} the same. If the joint is perfectly satisfied, * this function will return the same value as {@code dJointGetBallAnchor()} to * within roundoff errors. {@code dJointGetBallAnchor2()} can be used, along with * {@code dJointGetBallAnchor()}, to see how far the joint has come apart. * @param result Vector with result */ void getAnchor2 (DVector3 result); /** * Param setting for Ball joints */ @Override void setParam(PARAM_N parameter, double value); /** * Get joint parameter. */ @Override double getParam (PARAM_N parameter); }





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