void dJointSetBallAnchor( dJointID j, dReal x, dReal y, dReal z ) { dxJointBall* joint = ( dxJointBall* )j; dUASSERT( joint, "bad joint argument" ); checktype( joint, Ball ); setAnchors( joint, x, y, z, joint->anchor1, joint->anchor2 ); }
void dxJointHinge2::setRelativeValues() { dVector3 anchor; dJointGetHinge2Anchor(this, anchor); setAnchors( this, anchor[0], anchor[1], anchor[2], anchor1, anchor2 ); dVector3 axis; if ( node[0].body ) { dJointGetHinge2Axis1(this, axis); setAxes( this, axis[0],axis[1],axis[2], axis1, NULL ); } if ( node[0].body ) { dJointGetHinge2Axis2(this, axis); setAxes( this, axis[0],axis[1],axis[2], NULL, axis2 ); } dVector3 ax1, ax2; getAxisInfo( ax1, ax2, axis, s0, c0 ); makeV1andV2(); makeW1andW2(); }
void dxJointBall::setRelativeValues() { dVector3 anchor; dJointGetBallAnchor(this, anchor); setAnchors( this, anchor[0], anchor[1], anchor[2], anchor1, anchor2 ); }
void dxJointPU::setRelativeValues() { dVector3 anchor; dJointGetPUAnchor(this, anchor); setAnchors( this, anchor[0], anchor[1], anchor[2], anchor1, anchor2 ); dVector3 ax1, ax2, ax3; dJointGetPUAxis1(this, ax1); dJointGetPUAxis2(this, ax2); dJointGetPUAxis3(this, ax3); if ( flags & dJOINT_REVERSE ) { setAxes( this, ax1[0], ax1[1], ax1[2], NULL, axis2 ); setAxes( this, ax2[0], ax2[1], ax2[2], axis1, NULL ); } else { setAxes( this, ax1[0], ax1[1], ax1[2], axis1, NULL ); setAxes( this, ax2[0], ax2[1], ax2[2], NULL, axis2 ); } setAxes( this, ax3[0], ax3[1], ax3[2], axisP1, NULL ); computeInitialRelativeRotations(); }
void dJointSetPRAnchor( dJointID j, dReal x, dReal y, dReal z ) { dxJointPR* joint = ( dxJointPR* ) j; dUASSERT( joint, "bad joint argument" ); checktype( joint, PR ); setAnchors( joint, x, y, z, joint->offset, joint->anchor2 ); }
/** * \brief This function initialize the anchor and the relative position of each body * such that dJointGetPUPosition will return the dot product of axis and [dx,dy,dy]. * * The body 1 is moved to [-dx, -dy, -dx] then the anchor is set. This will be the * position 0 for the prismatic part of the joint. Then the body 1 is moved to its * original position. * * Ex: * <PRE> * dReal offset = 1; * dVector3 dir; * dJointGetPUAxis3(jId, dir); * dJointSetPUAnchor(jId, 0, 0, 0); * // If you request the position you will have: dJointGetPUPosition(jId) == 0 * dJointSetPUAnchorDelta(jId, 0, 0, 0, dir[X]*offset, dir[Y]*offset, dir[Z]*offset); * // If you request the position you will have: dJointGetPUPosition(jId) == offset * </PRE> * @param j The PU joint for which the anchor point will be set * @param x The X position of the anchor point in world frame * @param y The Y position of the anchor point in world frame * @param z The Z position of the anchor point in world frame * @param dx A delta to be added to the X position as if the anchor was set * when body1 was at current_position[X] + dx * @param dx A delta to be added to the Y position as if the anchor was set * when body1 was at current_position[Y] + dy * @param dx A delta to be added to the Z position as if the anchor was set * when body1 was at current_position[Z] + dz * @note Should have the same meaning as dJointSetSliderAxisDelta */ void dJointSetPUAnchorOffset( dJointID j, dReal x, dReal y, dReal z, dReal dx, dReal dy, dReal dz ) { dxJointPU* joint = ( dxJointPU* ) j; dUASSERT( joint, "bad joint argument" ); checktype( joint, PU ); if (joint->flags & dJOINT_REVERSE) { dx = -dx; dy = -dy; dz = -dz; } if ( joint->node[0].body ) { joint->node[0].body->posr.pos[0] -= dx; joint->node[0].body->posr.pos[1] -= dy; joint->node[0].body->posr.pos[2] -= dz; } setAnchors( joint, x, y, z, joint->anchor1, joint->anchor2 ); if ( joint->node[0].body ) { joint->node[0].body->posr.pos[0] += dx; joint->node[0].body->posr.pos[1] += dy; joint->node[0].body->posr.pos[2] += dz; } joint->computeInitialRelativeRotations(); }
void dJointSetScrewAnchor( dJointID j, dReal x, dReal y, dReal z ) { dxJointScrew* joint = ( dxJointScrew* )j; dUASSERT( joint, "bad joint argument" ); checktype( joint, Screw ); setAnchors( joint, x, y, z, joint->anchor1, joint->anchor2 ); joint->computeInitialRelativeRotation(); }
void dJointSetHinge2Anchor( dJointID j, dReal x, dReal y, dReal z ) { dxJointHinge2* joint = ( dxJointHinge2* )j; dUASSERT( joint, "bad joint argument" ); checktype( joint, Hinge2 ); setAnchors( joint, x, y, z, joint->anchor1, joint->anchor2 ); joint->makeV1andV2(); }
void dxJointScrew::setRelativeValues() { dVector3 vec; dJointGetScrewAnchor(this, vec); setAnchors( this, vec[0], vec[1], vec[2], anchor1, anchor2 ); dJointGetScrewAxis(this, vec); setAxes( this, vec[0], vec[1], vec[2], axis1, axis2 ); computeInitialRelativeRotation(); }
void dxJointPR::setRelativeValues() { dVector3 anchor; dJointGetPRAnchor(this, anchor); setAnchors( this, anchor[0], anchor[1], anchor[2], offset, anchor2 ); dVector3 axis; dJointGetPRAxis1(this, axis); setAxes( this, axis[0], axis[1], axis[2], axisP1, 0 ); dJointGetPRAxis2(this, axis); setAxes( this, axis[0], axis[1], axis[2], axisR1, axisR2 ); computeInitialRelativeRotation(); }
void dxJointUniversal::setRelativeValues() { dVector3 anchor; dJointGetUniversalAnchor(this, anchor); setAnchors( this, anchor[0], anchor[1], anchor[2], anchor1, anchor2 ); dVector3 ax1,ax2; dJointGetUniversalAxis1(this, ax1); dJointGetUniversalAxis2(this, ax2); if ( flags & dJOINT_REVERSE ) { setAxes( this, ax1[0],ax1[1],ax1[2], NULL, axis2 ); setAxes( this, ax2[0],ax2[1],ax2[2], axis1, NULL ); } else { setAxes( this, ax1[0],ax1[1],ax1[2], axis1, NULL ); setAxes( this, ax2[0],ax2[1],ax2[2], NULL, axis2 ); } computeInitialRelativeRotations(); }
/*! Compute the HTML anchor names for all members in the group */ void GroupDef::computeAnchors() { //printf("GroupDef::computeAnchors()\n"); setAnchors(0,'a',allMemberList); }
void NamespaceDef::computeAnchors() { MemberList *allMemberList = getMemberList(MemberListType_allMembersList); if (allMemberList) setAnchors(allMemberList); }
void NamespaceDef::computeAnchors() { MemberList *allMemberList = getMemberList(MemberList::allMembersList); if (allMemberList) setAnchors(0,'a',allMemberList); }
void NamespaceDef::computeAnchors() { setAnchors(0,'a',&allMemberList); }
/*! Compute the HTML anchor names for all members in the class */ void FileDef::computeAnchors() { MemberList *ml = getMemberList(MemberList::allMembersList); if (ml) setAnchors(0,'a',ml); }