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Chipmunk Physics • View topic - Joints

Joints

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Joints

Postby kyleroche » Fri Dec 16, 2011 5:10 pm

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Re: Joints

Postby slembcke » Fri Dec 16, 2011 5:31 pm

You might want to re-read the section on static and rogue bodies here: http://chipmunk-physics.net/release/Chi ... ougeStatic

What you are creating is a rogue body (because it's not added to the space), and it presumably doesn't have infinite mass. An infinite mass rogue body can effectively function as a static body, but real static bodies as created by cpBodyNewStatic() have a special flag set that allow objects to fall asleep when touching them. If your rogue body doesn't have infinite mass and you aren't manually updating it weird stuff will happen.
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Re: Joints

Postby kyleroche » Sat Dec 17, 2011 1:29 pm

Hi. Thanks for the quick reply.

Interesting... so, if the body to which i'm pinning the arms will never move, should I just make that a sprite? then ping the arms to the &space->staticBody?

Would that make more sense than what I'm trying to do?
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Re: Joints

Postby slembcke » Sat Dec 17, 2011 9:05 pm

That would work completely fine yes. It can be convenient to make extra static bodies just for code organizational purposes, but if you can share them that's good too. It would be a little wasteful of memory to make thousands of little shapes, one for each little static shape or joint, but it probably wouldn't affect performance that much.
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Re: Joints

Postby kyleroche » Sat Dec 17, 2011 9:52 pm

Thanks again! I pinned it to the &space->staticBody. Much smoother now.

Cheers
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