Add documentation for ball and socket joint cone limit in user manual
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@ -1569,7 +1569,25 @@ BallAndSocketJoint* joint;
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joint = dynamic_cast<BallAndSocketJoint*>(world->createJoint(jointInfo));
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joint = dynamic_cast<BallAndSocketJoint*>(world->createJoint(jointInfo));
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\end{lstlisting}
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\end{lstlisting}
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\vspace{0.6cm}
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\subsubsection{Cone limit}
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With the ball and socket joint, it is possible to enable a cone limit. The idea is to constrain the rotation of body 2 around the anchor point
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in to stay inside a cone. This can be used to limit the rotation angle of body 2 with respect to the main cone axis. \\
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In the following example, we enable the cone limit for a given ball and socket joint. We limit the rotation with a maximum angle with respect to
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the main axis of the cone (here the local-space Y axis of each body). \\
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\begin{lstlisting}
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// Set the main axis of the cone (in both local-spaces of body 1 and 2)
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joint->setConeLimitLocalAxisBody1(rp3d::Vector3(0, 1, 0));
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joint->setConeLimitLocalAxisBody2(rp3d::Vector3(0, 1, 0));
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// Set the maximum half angle (in radians)
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joint->setConeLimitHalfAngle(45.0 * PI / 180.0);
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// Enable the cone limit for this joint
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joint->enableConeLimit(true);
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\end{lstlisting}
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\subsection{Hinge Joint}
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\subsection{Hinge Joint}
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