Category | Scripting |
Created | 02.06.2010 17:17 |
Daniel Evans (Unknown) | 02.06.2010 17:21 |
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I am trying to create a physics joint through Lua, so far I've found the JointConstructor object, which works. But I can't seem to find anything to remove joints via script? Is there any way to destroy a joint? I'm also wondering why the JointConstructor isn't documented anywhere, is it just that nobody has done it yet? |
Tobias F (JD6930) | 03.06.2010 23:18 |
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removeJoint(jointIndex); :D |
Daniel Evans (Unknown) | 13.06.2010 18:09 |
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awesome, thanks. One more question: I'm trying to turn the joint by setting it's rotation limit. Like this: self.joints[i].newRotLimit = math.max(self.joints[i].newRotLimit - self.joints[i].rSpeedZ*(dt/1000), self.joints[i].zMin); setJointRotationLimit(self.joints[i].node2, 2, true, math.rad(self.joints[i].newRotLimit), math.rad(self.joints[i].newRotLimit)) However, this doesn't seem to affect the joint at all |
Stefan Geiger - GIANTS Software | 16.06.2010 15:14 |
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Unfortunately joint limits need to be symmetric to the 0 rotation. You can use the setJointFrame function to rotate the joint setJointFrame(jointIndex, anchorActor, transfromGroupId); anchorActor (0 or 1) is the actor where the joint is moved. The relative position of the joint to the other actor is not moved. |
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