|Daniel Evans (Unknown)||02.06.2010 17:21|
|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|
|Daniel Evans (Unknown)||13.06.2010 18:09|
|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|
|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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