269 lines
10 KiB
C++
269 lines
10 KiB
C++
//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright 2016 Autodesk, Inc. All rights reserved.
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//
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// Use of this software is subject to the terms of the Autodesk license
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// agreement provided at the time of installation or download, or which
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// otherwise accompanies this software.
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//
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//////////////////////////////////////////////////////////////////////////////
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#pragma once
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#include "../FusionTypeDefs.h"
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#include "JointMotion.h"
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// THIS CLASS WILL BE VISIBLE TO AN API CLIENT.
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// THIS HEADER FILE WILL BE GENERATED FROM NIDL.
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#include "../../Core/OSMacros.h"
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#ifdef FUSIONXINTERFACE_EXPORTS
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# ifdef __COMPILING_ADSK_FUSION_BALLJOINTMOTION_CPP__
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# define ADSK_FUSION_BALLJOINTMOTION_API XI_EXPORT
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# else
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# define ADSK_FUSION_BALLJOINTMOTION_API
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# endif
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#else
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# define ADSK_FUSION_BALLJOINTMOTION_API XI_IMPORT
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#endif
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namespace adsk { namespace fusion {
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class JointLimits;
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}}
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namespace adsk { namespace core {
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class Vector3D;
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}}
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namespace adsk { namespace fusion {
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/// Represents the set of information specific to a ball joint.
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class BallJointMotion : public JointMotion {
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public:
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/// Gets and sets the direction that the pitch is measured from.
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/// This can only be set to ZAxisJointDirection and can return ZAxisJointDirection
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/// or CustomJointDirection. If this returns CustomJointDirection then the
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/// customNormalDirectionEntity will return an entity that defines the direction.
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/// If there is a custom direction defined and this property is set to ZAxisJointDirection,
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/// the custom direction will be removed and customNormalDirectionEntity will return null.
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JointDirections pitchDirection() const;
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bool pitchDirection(JointDirections value);
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/// This property defines a custom pitch direction and can be set using various types
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/// of entities that can infer a direction. For example, a linear edge, sketch line,
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/// planar face, and cylindrical face.This property is only valid in the case where the
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/// pitchDirection property returns CustomJointDirection. Setting this property will
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/// automatically set the pitchDirection property to CustomJointDirection.
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/// To set this property, you need to position the timeline marker to immediately before this joint.
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/// This can be accomplished using the following code: thisJoint.timelineObject.rollTo(True)
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core::Ptr<core::Base> customPitchDirectionEntity() const;
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bool customPitchDirectionEntity(const core::Ptr<core::Base>& value);
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/// Returns the direction that the pitch angle is measured from. This property will return null in the case
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/// where the BallJointMotion object was obtained from a JointInput object.
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core::Ptr<core::Vector3D> pitchDirectionVector() const;
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/// Gets and sets the direction that the pitch is measured from.
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/// This can only be set to XAxisJointDirection and can return XAxisJointDirection
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/// or CustomJointDirection. If this returns CustomJointDirection then the
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/// customYawDirectionEntity will return an entity that defines the direction.
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/// If there is a custom direction defined and this property is set to XAxisJointDirection,
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/// the custom direction will be removed and customYawDirectionEntity will return null.
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JointDirections yawDirection() const;
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bool yawDirection(JointDirections value);
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/// This property defines a custom yaw direction and can be set using various types
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/// of entities that can infer a direction. For example, a linear edge, sketch line,
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/// planar face, and cylindrical face.This property is only valid in the case where the
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/// yawDirection property returns CustomJointDirection. Setting this property will
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/// automatically set the yawDirection property to CustomJointDirection.
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/// To set this property, you need to position the timeline marker to immediately before this joint.
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/// This can be accomplished using the following code: thisJoint.timelineObject.rollTo(True)
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core::Ptr<core::Base> customYawDirectionEntity() const;
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bool customYawDirectionEntity(const core::Ptr<core::Base>& value);
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/// Returns the direction that the yaw angle is measured from. This property will return null in the case
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/// where the BallJointMotion object was obtained from a JointInput object.
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core::Ptr<core::Vector3D> yawDirectionVector() const;
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/// Returns the direction that the roll angle is measured from. This property will return null in the case
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/// where the BallJointMotion object was obtained from a JointInput object.
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core::Ptr<core::Vector3D> rollDirectionVector() const;
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/// Gets and sets the pitch value. This is in radians. Setting this value is
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/// the equivalent of using the Drive Joints command.
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double pitchValue() const;
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bool pitchValue(double value);
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/// Returns a JointLimits object that defines the limits of rotation for the pitch.
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/// Use the functionality of the returned JointLimits object to get, set, and modify
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/// the joint limits.
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core::Ptr<JointLimits> pitchLimits() const;
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/// Gets and sets the yaw value. This is in radians. Setting this value is
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/// the equivalent of using the Drive Joints command.
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double yawValue() const;
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bool yawValue(double value);
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/// Returns a JointLimits object that defines the limits of rotation for the yaw.
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/// Use the functionality of the returned JointLimits object to get, set, and modify
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/// the joint limits.
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core::Ptr<JointLimits> yawLimits() const;
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/// Gets and sets the roll value. This is in radians. Setting this value is
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/// the equivalent of using the Drive Joints command.
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double rollValue() const;
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bool rollValue(double value);
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/// Returns a JointLimits object that defines the limits of rotation for the roll.
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/// Use the functionality of the returned JointLimits object to get, set, and modify
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/// the joint limits.
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core::Ptr<JointLimits> rollLimits() const;
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ADSK_FUSION_BALLJOINTMOTION_API static const char* classType();
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ADSK_FUSION_BALLJOINTMOTION_API const char* objectType() const override;
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ADSK_FUSION_BALLJOINTMOTION_API void* queryInterface(const char* id) const override;
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ADSK_FUSION_BALLJOINTMOTION_API static const char* interfaceId() { return classType(); }
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private:
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// Raw interface
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virtual JointDirections pitchDirection_raw() const = 0;
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virtual bool pitchDirection_raw(JointDirections value) = 0;
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virtual core::Base* customPitchDirectionEntity_raw() const = 0;
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virtual bool customPitchDirectionEntity_raw(core::Base* value) = 0;
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virtual core::Vector3D* pitchDirectionVector_raw() const = 0;
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virtual JointDirections yawDirection_raw() const = 0;
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virtual bool yawDirection_raw(JointDirections value) = 0;
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virtual core::Base* customYawDirectionEntity_raw() const = 0;
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virtual bool customYawDirectionEntity_raw(core::Base* value) = 0;
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virtual core::Vector3D* yawDirectionVector_raw() const = 0;
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virtual core::Vector3D* rollDirectionVector_raw() const = 0;
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virtual double pitchValue_raw() const = 0;
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virtual bool pitchValue_raw(double value) = 0;
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virtual JointLimits* pitchLimits_raw() const = 0;
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virtual double yawValue_raw() const = 0;
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virtual bool yawValue_raw(double value) = 0;
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virtual JointLimits* yawLimits_raw() const = 0;
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virtual double rollValue_raw() const = 0;
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virtual bool rollValue_raw(double value) = 0;
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virtual JointLimits* rollLimits_raw() const = 0;
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};
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// Inline wrappers
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inline JointDirections BallJointMotion::pitchDirection() const
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{
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JointDirections res = pitchDirection_raw();
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return res;
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}
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inline bool BallJointMotion::pitchDirection(JointDirections value)
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{
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return pitchDirection_raw(value);
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}
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inline core::Ptr<core::Base> BallJointMotion::customPitchDirectionEntity() const
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{
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core::Ptr<core::Base> res = customPitchDirectionEntity_raw();
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return res;
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}
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inline bool BallJointMotion::customPitchDirectionEntity(const core::Ptr<core::Base>& value)
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{
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return customPitchDirectionEntity_raw(value.get());
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}
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inline core::Ptr<core::Vector3D> BallJointMotion::pitchDirectionVector() const
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{
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core::Ptr<core::Vector3D> res = pitchDirectionVector_raw();
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return res;
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}
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inline JointDirections BallJointMotion::yawDirection() const
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{
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JointDirections res = yawDirection_raw();
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return res;
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}
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inline bool BallJointMotion::yawDirection(JointDirections value)
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{
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return yawDirection_raw(value);
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}
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inline core::Ptr<core::Base> BallJointMotion::customYawDirectionEntity() const
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{
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core::Ptr<core::Base> res = customYawDirectionEntity_raw();
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return res;
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}
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inline bool BallJointMotion::customYawDirectionEntity(const core::Ptr<core::Base>& value)
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{
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return customYawDirectionEntity_raw(value.get());
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}
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inline core::Ptr<core::Vector3D> BallJointMotion::yawDirectionVector() const
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{
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core::Ptr<core::Vector3D> res = yawDirectionVector_raw();
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return res;
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}
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inline core::Ptr<core::Vector3D> BallJointMotion::rollDirectionVector() const
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{
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core::Ptr<core::Vector3D> res = rollDirectionVector_raw();
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return res;
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}
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inline double BallJointMotion::pitchValue() const
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{
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double res = pitchValue_raw();
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return res;
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}
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inline bool BallJointMotion::pitchValue(double value)
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{
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return pitchValue_raw(value);
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}
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inline core::Ptr<JointLimits> BallJointMotion::pitchLimits() const
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{
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core::Ptr<JointLimits> res = pitchLimits_raw();
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return res;
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}
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inline double BallJointMotion::yawValue() const
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{
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double res = yawValue_raw();
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return res;
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}
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inline bool BallJointMotion::yawValue(double value)
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{
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return yawValue_raw(value);
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}
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inline core::Ptr<JointLimits> BallJointMotion::yawLimits() const
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{
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core::Ptr<JointLimits> res = yawLimits_raw();
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return res;
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}
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inline double BallJointMotion::rollValue() const
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{
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double res = rollValue_raw();
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return res;
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}
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inline bool BallJointMotion::rollValue(double value)
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{
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return rollValue_raw(value);
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}
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inline core::Ptr<JointLimits> BallJointMotion::rollLimits() const
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{
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core::Ptr<JointLimits> res = rollLimits_raw();
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return res;
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}
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}// namespace fusion
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}// namespace adsk
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#undef ADSK_FUSION_BALLJOINTMOTION_API |