PxD6JointCreate_Revolute
Defined in include/extensions/PxD6JointCreate.h
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PxJoint *PxD6JointCreate_Revolute(PxPhysics &physics, PxRigidActor *actor0, const PxVec3 &localPos0, PxRigidActor *actor1, const PxVec3 &localPos1, const PxVec3 &axis, float minLimit, float maxLimit, bool useD6)
- Helper function to create a revolute joint, using either a PxD6Joint or PxRevoluteJoint. - This function enforces that the joint frames have the same orientation, which is a local frame whose X is the desired rotation axis. This orientation is computed by the function, so users only have to define the desired rotation axis (typically 1;0;0 or 0;1;0 or 0;0;1). - The rotation can be limited. Limits are enforced if minLimit<maxLimit. If minLimit=maxLimit the axis is locked. If minLimit>maxLimit the limits are not enforced and the axis is free. The limit values are computed relative to the rotation of actor0’s joint frame. - The function creates hard limits, and uses PhysX’s default contact distance parameter. - Limits are expressed in radians. Allowed range is ]-2*PI;+2*PI[ - See also - Parameters
- physics – [in] The physics SDK 
- actor0 – [in] An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame 
- localPos0 – [in] The position of the joint relative to actor0 
- actor1 – [in] An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame 
- localPos1 – [in] The position of the joint relative to actor1 
- axis – [in] The axis around which objects are allowed to move, expressed in the actors’ local space 
- minLimit – [in] The minimum allowed rotation along the axis 
- maxLimit – [in] The maximum allowed rotation along the axis 
- useD6 – [in] True to use a PxD6Joint, false to use a PxRevoluteJoint; 
 
- Returns
- The created joint.