Fusion360-Addons/usr/autodesk/CPP/include/Fusion/Components/BallJointMotion.h
2021-10-31 19:11:02 +01:00

269 lines
10 KiB
C++

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