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Moveing a Sliders parent


SpiderPig
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Go to solution Solved by Josh,

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#include "App.h"

using namespace Leadwerks;

App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {}

App::~App() { delete world; delete window; }

float jointpos = 1;
bool wireframe = false;
Joint* joint;
Entity* parent;

bool App::Start()
{
	window = Leadwerks::Window::Create();
	context = Context::Create(window);
	world = World::Create();
	camera = Camera::Create();
	camera->Move(0, 0, -4);
	Light* light = DirectionalLight::Create();
	light->SetRotation(35, 35, 0);

	parent = Model::Box();
	parent->SetColor(0.0, 0.0, 1.0);

	Entity* child = Model::Box();
	child->SetColor(1.0, 0.0, 0.0);
	child->SetShape(Shape::Box());
	child->SetMass(1);
	child->SetFriction(0, 0);
	child->SetGravityMode(true);

	joint = Joint::Slider(0, 0, 0, 0, 1, 0, child, parent);
	joint->EnableLimits();
	joint->SetLimits(-3, 1);

	Model* mdl = Model::Box();
	mdl->SetScale(10, 0.1, 10);
	mdl->SetPosition(0, -2, 0);

	Shape* shp = Shape::Box();
	mdl->SetShape(shp);

	return true;
}

bool App::Loop()
{
	if (window->Closed() || window->KeyDown(Key::Escape)) return false;
	if (window->KeyHit(Key::F3) == true) { camera->GetDebugPhysicsMode() == true ? camera->SetDebugPhysicsMode(false) : camera->SetDebugPhysicsMode(true); }
	if (window->KeyHit(Key::F4) == true) { camera->GetDebugEntityBoxesMode() == true ? camera->SetDebugEntityBoxesMode(false) : camera->SetDebugEntityBoxesMode(true); }
	if (window->KeyHit(Key::F2) == true)
	{
		if (wireframe == true)
		{
			camera->SetDrawMode(0);
			wireframe = false;
		}
		else
		{
			camera->SetDrawMode(2);
			wireframe = true;
		}
	}

	if (window->KeyDown(Key::Up)) { parent->Move(0, 0, 0.1); }
	if (window->KeyDown(Key::Down)) { parent->Move(0, 0, -0.1); }
	if (window->KeyDown(Key::Left)) { parent->Move(-0.1, 0, 0); }
	if (window->KeyDown(Key::Right)) { parent->Move(0.1, 0, 0); }

	joint->SetAngle(jointpos);
	if (window->KeyHit(Key::Space))
	{
		if (!joint->MotorEnabled())
		{
			joint->EnableMotor();
		}
		else
		{
			joint->DisableMotor();
		}
	}

	Leadwerks::Time::Update();
	world->Update();
	world->Render();

	context->SetBlendMode(Blend::Alpha);
	context->DrawText("Target position: " + String(jointpos), 0, 0);
	context->DrawText("Current position: " + String(joint->GetAngle()), 0, 20);
	context->DrawText("Motor enabled: " + String(joint->MotorEnabled()), 0, 40);
	context->SetBlendMode(Blend::Solid);

	context->Sync();

	return true;
}

Using the arrows keys to move the sliders parent around you can see that the child takes time to realign itself.  Is it possible to stop this delay?

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  • Solution

If you use the positioning commands like Move, SetPosition, etc. you are breaking the physics simulation that frame. Instead, you can create a a kinematic joint and use that to precisely control an object's position:
https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_Kinematic
https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_SetTargetPosition

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

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