Comments (6)
I glad to announce that this feature is now implemented in version v0.9.0 that has just been released.
There is now a RigidBody::setLinearLockAxisFactor()
method to lock the translational movement of a body along the world-space x, y and z axes and a RigidBody::setAngularLockAxisFactor()
method to lock the rotational movement of a body around the world-space x, y and z axes.
Do not hesitate to take a look at the documentation for more information.
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Hello,
Sorry, this feature is not part of v0.8.0.
I plan to add it in version v0.9.0.
I don't currently see a way to implement this for the moment.
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Hello. Yes I plan to add this in the future. I am currently working on multithreading the engine.
Thanks a lot for your patchfile. This could help me when I will implement this feature.
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Hi, I also wanted this feature. I'm not a fantastic C++ programmer, and I've never worked on physics engines, but I tried my hand at implementing the feature. It works well enough for my purposes. I took inspiration from issue #21.
Here's a patchfile of what I did, and my fork.
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I'd also be interested in this!
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Has this feature been implemented in v0.8.0?
If not, is there any hack-y way to do this?
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Related Issues (20)
- How to get axis angles? HOT 4
- CollisionDetectionSystem::createContacts() assert crash HOT 2
- Transform::getOpenGLMatrix not including rotation HOT 2
- void PhysicsWorld::createIslands() dirty contactPairIndex crash HOT 4
- Will it work for Android? HOT 2
- testbed build error with glDisableVertexAttribArray HOT 1
- Build failing - Missing include in configuration.h HOT 3
- Assertion failed in OverlappingPairs, version release 0.10.0 HOT 5
- Destroying an empty physics world leads to assertion failure (after upgrading to 0.10.0) HOT 2
- 0.10.0 - Raycasting gives incorrect results for HeightFieldShape when scaling factor is applied HOT 2
- Child somewhat-static collision shape HOT 1
- Ticking different objects at different rates HOT 1
- v0.10.0: Assertion Failed in NarrowPhaseInfoBatch::addContactPoint() HOT 2
- Why is the collision not happening how I think it should? HOT 3
- 0.10.0 - createConvexMeshShape example provided in manual doesn't work HOT 4
- find mistake in code HOT 2
- Rigid bodies without colliders escape from joint with a rigid body with collider. HOT 2
- ConvexMeshShape issue (assert) HOT 1
- Failed assertion in OverlappingPairs::setNeedToTestOverlap in v0.10.1 HOT 2
- Is there any way to get angular rotation relative to an object?
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