I need to use class "Joint". That is better suited for these purposes in WE OBJ_ITEM or OBJ_KINEMATIC? How can you make something simpler would then not override the virtual functions: Update ()?
(06-15-2011 10:05 PM)Mardok Wrote: if you like you can create your own OBJ type
it's defined in "obj_type.enum.h"
you can create your own class based on Game::Obj
Tell us, what are you trying to achieve?
Objective: According to a particular event, smoothly move the lock in two directions.
My problem is simple. It can be solved by simply changing the properties of "pos". But I thought that there are other solutions, which I don `t know and maybe they will be useful to me in the future. Because of this, I thought to use the class "joint".
Are you serious? Seriously you need a lock based on physx ?
You should change conception...
Fast and simple idea:
Add movable bolt to your door model, not on wall.
Create simple animation for bolt (closing and opening - move left and right)
Next, check state for bolt... if open then door are moving... else door are freeze
You don't need use PhysX::Joint:: but....
If you want then "Joint::createSliding" will be best xD
But don't do this... ^^
Are you serious? Seriously you need a lock based on physx ?
You should change conception...
Fast and simple idea:
Add movable bolt to your door model, not on wall.
Create simple animation for bolt (closing and opening - move left and right)
Next, check state for bolt... if open then door are moving... else door are freeze
You don't need use PhysX::Joint:: but....
If you want then "Joint::createSliding" will be best xD
But don't do this... ^^
Thanks But can make it even easier, just change the position of the mesh with a time interval Time.time (). Of course the animation will be much easier
Quote:Add movable bolt to your door model, not on wall.
How can I do in my door was created with a class "Door" ?