/** * Get the joint anchor point, in world coordinates. * Return the point on body 2. * * <p>REMARK: * You can think of the ball and socket part of a universal 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 dJointGetUniversalAnchor() to within roundoff errors. * dJointGetUniversalAnchor2() can be used, along with * dJointGetUniversalAnchor(), to see how far the joint has come apart. * @param j j * @param result r */ //ODE_API public static void dJointGetUniversalAnchor2 (DUniversalJoint j, DVector3 result) { j.getAnchor2(result); }
/** * Get the joint anchor point, in world coordinates. * Return the point on body 2. * * <p>REMARK: * You can think of the ball and socket part of a universal 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 dJointGetUniversalAnchor() to within roundoff errors. * dJointGetUniversalAnchor2() can be used, along with * dJointGetUniversalAnchor(), to see how far the joint has come apart. * @param j j * @param result r */ //ODE_API public static void dJointGetUniversalAnchor2 (DUniversalJoint j, DVector3 result) { j.getAnchor2(result); }