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by misho » Thu Mar 27, 2014 3:58 pm
Hello all,
I'd like to create an assembly that consists of multiple objects, and at some point, I'd like to "discard" them... In particular, it is a rocket that discards the stages during the flight.
first question is,
What is the right approach to do this: Create a compound collision, and destroy/re-create when I discard components?
or
Create a linked assembly, and then destroy links to "let go" of the of the components
Second question:
I tried the second approach (linked assembly), it works nicely. However, I find linking unneccessarily complex. Right now, I'm using CreateCustomHinge, then enabling hinge limits, and finally setting hinge limits to 0.
All I need is a completely rigid joint without any degrees of freedom... that should be the most primitive link available. What's the quickest way to set that up?
Misho
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misho
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by Julio Jerez » Thu Mar 27, 2014 4:38 pm
you got it right, i fthe assembly does not use too many parts, hinge with the angle set to zero is a solid joint.
using the compound is faster, bu you will have to add some code.
you will need to make a dat strutore that give you infomation of what part make teh different componet of the assembly.
for a game I recomnet the method using the compound but you need add some coding for removing that parts, and making new compounds..
The si teh only way you cn ahave 100% rigdi joints that will not dimember in the present of large discontinue impacts
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Julio Jerez
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by misho » Thu Mar 27, 2014 4:46 pm
Julio Jerez wrote:you got it right, i fthe assembly does not use too many parts, hinge with the angle set to zero is a solid joint.
using the compound is faster, bu you will have to add some code.
you will need to make a dat strutore that give you infomation of what part make teh different componet of the assembly.
for a game I recomnet the method using the compound but you need add some coding for removing that parts, and making new compounds..
The si teh only way you cn ahave 100% rigdi joints that will not dimember in the present of large discontinue impacts
Thanks Julio.
Ok, I will stick to the joint method for now, since the rocket may have less than 10 parts.
To avoid setting angle limits, I was hoping to create a simple fixed joint, by using "CustomCreateBlankJoint" and using DOF set to 0, as in:
stage2Link = CustomCreateBlankJoint(0,stage2Body, stage1Body,0);
but that doesn't work. Can I use something like this?
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misho
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by Julio Jerez » Thu Mar 27, 2014 9:10 pm
why dont you make a fix joint by suclassing the costum hinge and and in teh derive method set the angle limit to zero?
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Julio Jerez
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by misho » Mon Mar 31, 2014 4:46 pm
Thanks, I did just that, seemed like the easiest approach!
Misho
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