/** * 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 dJointGetBallAnchor() and * dJointGetBallAnchor2() the same. If the joint is perfectly satisfied, * this function will return the same value as dJointGetBallAnchor() to * within roundoff errors. dJointGetBallAnchor2() can be used, along with * dJointGetBallAnchor(), to see how far the joint has come apart. * @param j j * @param result r */ //ODE_API public static void dJointGetBallAnchor2 (DBallJoint j, DVector3 result) { j.getAnchor2(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 dJointGetBallAnchor() and * dJointGetBallAnchor2() the same. If the joint is perfectly satisfied, * this function will return the same value as dJointGetBallAnchor() to * within roundoff errors. dJointGetBallAnchor2() can be used, along with * dJointGetBallAnchor(), to see how far the joint has come apart. * @param j j * @param result r */ //ODE_API public static void dJointGetBallAnchor2 (DBallJoint j, DVector3 result) { j.getAnchor2(result); }