Jump to content

Recommended Posts

Posted

I think Leadwerks had this... can we get this for Ultra too?

CreateVectorJoint()

Would also need to change its pin as well... something Leadwerks didn't allow from memory.

vector->SetPin(0, 1, 0)

 

Posted

Does the kinematic joint meet your needs? You can set the force to zero so it only handles rotation.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

The kinematic joint would rotate the entity to whatever rotation you set. The vector joint will still let the entity spin freely around the vector if something hits it.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Alternatively if we had access to the newton world and entities bodies we could probably use newton commands ourselves.

float pin[3] = {0, 1, 0};
auto joint = NewtonConstraintCreateUpVector(world->GetPhysicsWorld(), pin, entity->GetBody())

 

Posted

Since all physics commands are executed on a separate thread, that would not really work.

My job is to make tools you love, with the features you want, and performance you can't live without.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...