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Skyline Forums • View topic - Rotate a physics body
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Rotate a physics body

Rotate a physics body

Postby CreativeOcclusion » 21 Mar 2016, 06:52

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Re: Rotate a physics body

Postby Shando » 21 Mar 2016, 09:21

Hey buddy,

To set a spinning body using Physics (I presume stationary?) you have to add an angular velocity and remove both gravity and angular damping. There is a great example of Turbine Blades towards the bottom of this page .

With regards to collisions, you just use the standard Physics Collision Flags and the physics.setCollision functions afaik.

Hope this helps

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Re: Rotate a physics body

Postby SolarPortal » 21 Mar 2016, 11:37

if you want the physics to rotate, then i wouldn't use the entity.functions for rotations. Instead use angular momentum like Shando has suggested which will then rotate the entity along with it.



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Re: Rotate a physics body

Postby CreativeOcclusion » 21 Mar 2016, 23:49

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Re: Rotate a physics body

Postby SolarPortal » 22 Mar 2016, 00:31




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Re: Rotate a physics body

Postby CreativeOcclusion » 22 Mar 2016, 02:26

This is great for a top spinning on a terrain...Not good indoors...does not stay put...Does not work at all kinematic...Only Dynamic...When player hit it, it goes off down the hall...Does not work with convex or mesh...It just takes off spinning down the hall...It was real fun watching it in the room with all the barrels...They were flying everywhere...Priceless! :twisted: ...I may just go with something else...Would have been cool though...Thanks...CO
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Re: Rotate a physics body

Postby Shando » 22 Mar 2016, 09:27

Hi CO,

There's a couple of things you could try:

1) Give the body infinite mass and inertia
2) Give the body infinite mass and limit the rotation to a particular axis

Hope this helps as it would be cool if you could get it working with the built-in Physics 8-)

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Re: Rotate a physics body

Postby SolarPortal » 22 Mar 2016, 15:57




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Re: Rotate a physics body

Postby CreativeOcclusion » 22 Mar 2016, 17:39

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Re: Rotate a physics body

Postby SolarPortal » 22 Mar 2016, 17:42

ahh np :) I will add it now :)

There are the odd commands missing from the list and we will be updating API docs on the new renderer release to ensure all commands are listed :)

In the meantime, i think Shando wrote a handy lua snippet to spit out all the lua functions available. Perhaps he can post a link to it here :)

Also, i have just improved the accuracy of positions with the kinematic bodies to stop moving incorrectly so much. Back to the FPS now :)

Edit: Added :)



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Re: Rotate a physics body

Postby CreativeOcclusion » 22 Mar 2016, 17:49

Thanks SP...Great Job!...Go SkyLine!!! :)
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Re: Rotate a physics body

Postby CreativeOcclusion » 26 Mar 2016, 02:14

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Re: Rotate a physics body

Postby SolarPortal » 26 Mar 2016, 15:06

rotate is for the kinematic bodies whereas the setRotation is for the rididbodies. I will need to take a look in source to check if this is correct though. Thanks for pointing this out :)



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Re: Rotate a physics body

Postby CreativeOcclusion » 26 Mar 2016, 18:55

Thanks for clearing this up...
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Re: Rotate a physics body

Postby Shando » 27 Mar 2016, 08:31

Attachments
inspect.lua
(8.97 KiB) Downloaded 1144 times
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Re: Rotate a physics body

Postby CreativeOcclusion » 27 Mar 2016, 19:29

Thanks Shando....This is what I needed... :D ...CO
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