A place to discuss everything related to Newton Dynamics.
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by kwitee » Wed Apr 13, 2011 2:48 am
Hi,
I am developing a simple game using Irrlicht for graphic and Newton for physic. I want to lock rotation of rigid body on some axis, so it doesn´t flip over. I tried to set very high inertia vector for that body, it became harder to rotate, but it is still possible.
I hope I posted it to right forum.
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kwitee
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by JernejL » Wed Apr 13, 2011 5:38 am
It is possible to do it with a "upvector" joint.
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JernejL
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by kwitee » Wed Apr 13, 2011 6:17 am
Thanks for reply, but now I am confused. Can you show me link to newton wiki or a few lines of code how to do this? I am new to newton.
I found my own solution:
- Code: Select all
CMatrix4<f32> matrix; // irrlicht 4x4 matrix
NewtonBodyGetMatrix(body,matrix.pointer()); // get the matrix
mat.setRotationDegrees(vector3df(0.0f,0.0f,0.0f)); // set rotation of matrix to 0,0,0
NewtonBodySetMatrix(body,matrix.pointer()); // put the changed matrix back
I put this in my SetMeshTransformCallback, but it is not 100% OK I think
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kwitee
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by JernejL » Wed Apr 13, 2011 2:27 pm
see: NewtonConstraintCreateUpVector
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JernejL
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