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java.lang.Objectnet.java.dev.joode.WorldObject
net.java.dev.joode.joint.Joint
net.java.dev.joode.joint.JointConfigurable
public class JointConfigurable
| Nested Class Summary |
|---|
| Nested classes/interfaces inherited from class net.java.dev.joode.joint.Joint |
|---|
Joint.Info1, Joint.Info2 |
| Field Summary | |
|---|---|
static Vector3 |
a
|
static Vector3 |
a1
|
static Vector3 |
a2
|
Vector3 |
anchor1
body relative anchor point from the first body |
Vector3 |
anchor2
body relative anchor point from the second body |
Vector3 |
angularCFM
|
Vector3 |
angularERP
|
static Vector3 |
angularError
|
static Vector3 |
b1VelF2
|
static Vector3 |
b2VelF2
|
static Vector3 |
c
|
Vector3 |
c0
|
static Vector3 |
c1
|
static Vector3 |
c2
|
Vector3 |
ch
|
static Quaternion |
change1
|
static Quaternion |
change2
|
static Vector3 |
g1
|
static Vector3 |
g2
|
static Quaternion |
identity
|
static Matrix3 |
J1
|
static Matrix3 |
J2
|
Vector3 |
jerkA3
|
Vector3 |
jerkA4
|
Vector3 |
linearCFM
|
Vector3 |
linearERP
|
static Quaternion |
midpoint
|
static Matrix3 |
O1
|
static Matrix3 |
O2
|
Matrix3 |
rotM
|
Quaternion |
rotQ
|
static Matrix3 |
T
|
Matrix3 |
t2
additional rotational transform to apply to the second body or global frame to work out frame2 this is so that the axis do not have to align with body axis |
static Quaternion |
tmpA
|
static Quaternion |
tmpB
|
static Quaternion |
tmpC
|
static Vector3 |
tmpV
|
static Vector3 |
tmpVa
|
static Vector3 |
tmpVb
|
static Vector3 |
tmpVc
|
static Quaternion |
Tq
|
| Fields inherited from class net.java.dev.joode.joint.Joint |
|---|
body, dJOINT_INGROUP, dJOINT_REVERSE, dJOINT_TWOBODIES, feedback, flags, lambda, MAX_BODIES |
| Fields inherited from class net.java.dev.joode.WorldObject |
|---|
data, tag, world |
| Constructor Summary | |
|---|---|
JointConfigurable(World w)
|
|
| Method Summary | |
|---|---|
SimState |
cloneState(ClonedReferences util)
deep clones the state object, any references to other SimState objects should be cloned and assigned to the clone via the ClonedReferences util object. |
Vector3 |
convertFrame1CoordsToGlobalCoords(Vector3 relative,
Vector3 passback)
takes relative coordinates, assumed to be in frame 1 (coordinates in relation to the first body), and returns the same coordinates in the global frame using the global origin |
Vector3 |
convertFrame1CoordsToGlobalFrame(Vector3 relative,
Vector3 passback)
takes relative coordinates, assumed to be in frame 1 (coordinates in relation to the first body), and returns the same coordinates in the global frame. |
Vector3 |
convertFrame2CoordsToGlobalCoords(Vector3 relative,
Vector3 passback)
takes relative coordinates, assumed to be in frame 2 (coordinates in relation to the second body, or the global frame if there is no second body) and returns the same coordinates in the global frame using the global origin |
Vector3 |
convertFrame2CoordsToGlobalFrame(Vector3 relative,
Vector3 passback)
takes relative coordinates, assumed to be in frame 2 (coordinates in relation to the second body, or the global frame if there is no second body) and returns the same coordinates in the global frame. |
Vector3 |
convertGlobalCoordsToFrame1Coords(Vector3 relative,
Vector3 passback)
COORDINATE CONVERSION UTILITY METHODS************? /** takes global frame body relative coordinates, and converts them to body relative body frame coordinates (for frame 1, the first body) |
Vector3 |
convertGlobalCoordsToFrame2Coords(Vector3 relative,
Vector3 passback)
takes global coordinates, and converts them to body relative body frame coordinates (for frame 2, the second body or global if the second body does not exist) |
Vector3 |
convertGlobalFrameToFrame2(Vector3 relative,
Vector3 passback)
takes global frame vectors, and converts them to frame2 vectors (for frame 2, the second body or global if the second body does not exist) |
Vector3 |
getAnchor1InGlobalCoords(Vector3 passback)
returns the anchor attached to the first body in the global coordinates |
Vector3 |
getAnchor1InGlobalFrame(Vector3 passback)
returns the anchor attached to the first body in the global frame of reference |
Vector3 |
getAnchor2InGlobalCoords(Vector3 passback)
returns the anchor attached to the second body in global coordinates, or, if no second body is present, the global anchor |
Vector3 |
getAnchor2InGlobalFrame(Vector3 passback)
returns the anchor attached to the second body in the global frame of reference, or, if no second body is present, the global anchor |
void |
getInfo1(Joint.Info1 info1)
|
void |
getInfo2(Joint.Info2 jinfo)
Tells the joint that it has now been fully configured, and ready for use in the dynamics engine |
void |
setAnchor1(Vector3 vec)
|
void |
setAnchor2(Vector3 vec)
|
void |
setAngularConstrains(int n)
either 0, 1 or 3. |
void |
setLinearConstrains(int n)
|
| Methods inherited from class net.java.dev.joode.joint.Joint |
|---|
attach, destroy, partialCloneJoint, removeJointReferencesFromAttachedBodies, reset, setJointId |
| Methods inherited from class net.java.dev.joode.WorldObject |
|---|
partialCloneWorldObject |
| Methods inherited from class java.lang.Object |
|---|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Field Detail |
|---|
public static final Matrix3 J1
public static final Matrix3 J2
public static final Matrix3 O1
public static final Matrix3 O2
public static final Matrix3 T
public static final Quaternion Tq
public static final Vector3 c1
public static final Vector3 c2
public static final Vector3 tmpV
public static final Vector3 tmpVa
public static final Vector3 tmpVb
public static final Vector3 tmpVc
public static final Vector3 a1
public static final Vector3 a2
public static final Vector3 g1
public static final Vector3 g2
public static final Vector3 c
public static final Vector3 b1VelF2
public static final Vector3 b2VelF2
public static final Vector3 a
public static final Vector3 angularError
public static final Quaternion identity
public static final Quaternion tmpA
public static final Quaternion tmpB
public static final Quaternion tmpC
public static final Quaternion change1
public static final Quaternion change2
public static final Quaternion midpoint
public final Vector3 c0
public final Vector3 ch
public final Vector3 jerkA3
public final Vector3 jerkA4
public final Vector3 anchor1
public final Vector3 anchor2
public final Matrix3 t2
public final Quaternion rotQ
public final Matrix3 rotM
public final Vector3 linearERP
public final Vector3 linearCFM
public final Vector3 angularERP
public final Vector3 angularCFM
| Constructor Detail |
|---|
public JointConfigurable(World w)
| Method Detail |
|---|
public void setAnchor1(Vector3 vec)
public void setAnchor2(Vector3 vec)
public void setLinearConstrains(int n)
public void setAngularConstrains(int n)
public void getInfo1(Joint.Info1 info1)
getInfo1 in class Jointpublic void getInfo2(Joint.Info2 jinfo)
getInfo2 in class Jointpublic SimState cloneState(ClonedReferences util)
SimStatedeep clones the state object, any references to other SimState objects should be cloned and assigned to the clone via the ClonedReferences util object. The util object ensures that multiple clones of the same object are not performed during a clone operation.
util - instanciate a new one if top level cloning
public Vector3 convertGlobalCoordsToFrame1Coords(Vector3 relative,
Vector3 passback)
public Vector3 convertGlobalCoordsToFrame2Coords(Vector3 relative,
Vector3 passback)
public Vector3 convertGlobalFrameToFrame2(Vector3 relative,
Vector3 passback)
public Vector3 convertFrame1CoordsToGlobalFrame(Vector3 relative,
Vector3 passback)
public Vector3 convertFrame2CoordsToGlobalFrame(Vector3 relative,
Vector3 passback)
public Vector3 convertFrame1CoordsToGlobalCoords(Vector3 relative,
Vector3 passback)
public Vector3 convertFrame2CoordsToGlobalCoords(Vector3 relative,
Vector3 passback)
public Vector3 getAnchor1InGlobalFrame(Vector3 passback)
public Vector3 getAnchor2InGlobalFrame(Vector3 passback)
public Vector3 getAnchor1InGlobalCoords(Vector3 passback)
public Vector3 getAnchor2InGlobalCoords(Vector3 passback)
|
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