SpiderPig Posted February 10, 2023 Share Posted February 10, 2023 I don't know if this is a bug, but I think it should work? Pressing space sets the joint to nullptr and should no longer control the entity? Would also be good if we can disable the joint without deleting it... and then re-enable it again a while later. E.g. Allow an object to be intermittingly controlled and succumb to gravity at a key press. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0]); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); auto camera = CreateCamera(world); camera->Move(0, 2, -3); camera->SetClearColor(1, 0, 0); auto light = CreateDirectionalLight(world); light->SetRotation(35, 35, 35); auto floor = CreateBox(world, 100.0f, 0.5f, 100.0f); auto default_font = LoadFont("Fonts\\arial.ttf"); auto ui = CreateInterface(world, default_font, framebuffer->size); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); auto ui_camera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); ui_camera->SetPosition((float)framebuffer->size.x * 0.5f, (float)framebuffer->size.y * 0.5f, 0); ui_camera->SetRenderLayers(2); ui_camera->SetClearMode(CLEAR_DEPTH); auto label = CreateLabel("", 10, 10, 500, 200, ui->root); auto m = CreateCylinder(world, 0.5f, 1.8f); m->SetMass(1.0f); m->SetPosition(0, 2, 0); camera->SetParent(m); auto joint = CreateKinematicJoint(0.0f, 2.0f, 0.0f, m); joint->SetMaxForce(FLT_MAX); while (true) { while (PeekEvent()) { ui->ProcessEvent(WaitEvent()); } auto pos = m->GetPosition(true); auto rot = m->GetRotation(); label->SetText("Position : " + String(pos.x) + ", " + String(pos.y) + ", " + String(pos.z) + "\n" + "Rotation : " + String(rot.x) + ", " + String(rot.y) + ", " + String(rot.z)); if (window->KeyHit(KEY_SPACE)) { joint = nullptr; } if (joint != nullptr) { auto target_pos = pos; if (window->KeyDown(KEY_W)) { target_pos.z += 1.0f; } if (window->KeyDown(KEY_S)) { target_pos.z -= 1.0f; } joint->SetPose(target_pos, Vec3(0, 0, 0)); } world->Update(); world->Render(framebuffer); } return 0; } Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted February 11, 2023 Author Share Posted February 11, 2023 Same for the hinge joint too. It crashes if you try to delete it after at least one update & render. Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted February 17, 2023 Solution Share Posted February 17, 2023 This will be fixed in the next update to 1.0.2. 1 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...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.