Hi,
In my game I need that some objects only rotate (like in a windmill) and others that act like pistons (go from point A to B and back to A).
In this case, it's better to manually set the rotations and positions, or use joints? What joints would be better?
Thanks
Jose
Joint controlled objects
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- Posts: 38
- Joined: Fri Aug 12, 2005 5:37 pm
Re: Joint controlled objects
Well, I did some tests and I think that for the rotating objects the Hinge constraint will do, but I'm having a problem with the slider constraint (btSliderConstraint):
The behavior I need is a continuous piston movement (go from point A to point B, return to A and repeat the cycle forever).
But the controlled body stops the movement after a while.
That's the creation code:
btSliderConstraint* slider = new btSliderConstraint(*fixedBody1, *fixedBody2, frameInA, frameInB, true );
slider->setLowerAngLimit(0.0f);
slider->setUpperAngLimit(0.0f);
slider->setPoweredLinMotor(true);
slider->setTargetLinMotorVelocity(3);
Any tip?
Thanks.
Jose
The behavior I need is a continuous piston movement (go from point A to point B, return to A and repeat the cycle forever).
But the controlled body stops the movement after a while.
That's the creation code:
btSliderConstraint* slider = new btSliderConstraint(*fixedBody1, *fixedBody2, frameInA, frameInB, true );
slider->setLowerAngLimit(0.0f);
slider->setUpperAngLimit(0.0f);
slider->setPoweredLinMotor(true);
slider->setTargetLinMotorVelocity(3);
Any tip?
Thanks.
Jose