Advance info on Joints : Walaber plz take a look

nikhil

03-04-2007 12:38:51

Hi

So I was trying the Rigid Joint and there were a few member function that I couldn't make sense of first up. I'm going to play around and experiment a bit more, but I would appreciate if someone can shed some light on:-

testJoint1->setRowAcceleration(real);
testJoint1->setRowSpringDamper(real,real);
testJoint1->setRowStiffness(real);


Basically, what a row is and what these parameter mean in the context of rows.

Walaber, I know not many will be able to answer this (no offense guyz :roll: ) so plz take the time to answer it.
Appreciate it all

Regards,
Nik

nikhil

05-04-2007 02:01:24

Oh.. come on.. plz reply.... anybody.. i'm just starting with joints.. I want a joint that can rotate only around one particular Vector and behaves like a spring.



I've shown the joint as a zig-zag blue line coz I want the length to be varying, depending on the acceleration produced by parent.
E.g - If the parent body suddenly accelerates in a direction perpendicular to the Red arrow, then the child will follow but there'll be some lag, the blue joint should be flexed a bit as compared to how it is at rest..

I can try and get down and dirty with joints, but wondering if one of the prebuilt joints can be tweaked to work like this.. ??

Regards
Nikhil

walaber

05-04-2007 03:51:30

The custom joints are pretty complex... basically, the addLinearRow() takes 2 points in global space (1 on each body), and tries to make the relative velocity between those 2 points along the given vector reach zero.

that's the simplest explanation I can give really... it's pretty hard to wrap your head around, and I still get confused creating my own custom joints sometimes as well.

cn you try to explain the joint you want to make in more detail? I'm still a little confused.

Tubez

05-04-2007 09:34:47

I thought the joints were "stiff", ie. no springs or other deformation that requires dynamics. Am I wrong?