SpiderPig Posted February 10, 2023 Share Posted February 10, 2023 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) Quote Link to comment Share on other sites More sharing options...
Josh Posted February 10, 2023 Share Posted February 10, 2023 Does the kinematic joint meet your needs? You can set the force to zero so it only handles rotation. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted February 10, 2023 Author Share Posted February 10, 2023 I'm not sure... a kinematic joint would allow rotation on all three axis still? A vector joint only allows rotation around the vector itself. Quote Link to comment Share on other sites More sharing options...
Josh Posted February 10, 2023 Share Posted February 10, 2023 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. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted February 10, 2023 Author Share Posted February 10, 2023 Hmm, it possibly will then. I'll try it. I'm sure the vector joint would still come in handy though. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted February 10, 2023 Author Share Posted February 10, 2023 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()) Quote Link to comment Share on other sites More sharing options...
Josh Posted February 10, 2023 Share Posted February 10, 2023 Since all physics commands are executed on a separate thread, that would not really work. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted February 10, 2023 Author Share Posted February 10, 2023 Ah okay. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted February 12, 2023 Author Share Posted February 12, 2023 After working with kinematic joints I think a vector constraint would better suit my needs. 1 Quote Link to comment Share on other sites More sharing options...
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