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Chipmunk Physics • View topic - Moving a rogue body in one axis

Moving a rogue body in one axis

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Moving a rogue body in one axis

Postby Its2l82die » Tue Nov 06, 2012 7:17 am

Hi all,
I have a problem with a rogue body with infinite mass and I want to move it with an accelerometer in the x axis and I want realistic collisions with objects that fall on it, what I tried is to change its position and apply velocity to it by myself every step (which is wrong,I know) but it messes the whole simulation if someone has a better idea I would be more than happy to hear it, the body must be infinite mass as it must stay on the Y axis and not react to forces, but other bodies hitting it should react to its velocity when its moving.

Here is an illustration of what I mean:
Image

Thanks for any answers in the matter,
Anton.
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Re: Moving a rogue body in one axis

Postby slembcke » Tue Nov 06, 2012 9:53 am

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Re: Moving a rogue body in one axis

Postby Its2l82die » Tue Nov 06, 2012 11:35 pm

Hey thank you,
That fixed it, my problem was I forgot to take the time into consideration >.< how careless of me.
my other problem is the smaller bodies that fall on my rigid body they sometimes run through it cause of the
high velocity I guess...

How can I fix that? the rigid body is sort of like a box... and it has bounds like one, just lines... so sometimes the smaller bodies break these lines and run through them, will making the lines (bounds) into shapes with more area will help the problem?

Thanks again,
Anton
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Re: Moving a rogue body in one axis

Postby slembcke » Wed Nov 07, 2012 10:25 am

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Re: Moving a rogue body in one axis

Postby Its2l82die » Tue Nov 13, 2012 6:48 am

Thanks for the reply,
I though about the same solution but know, I want to do something else as I am using an accelerometer to control the rogue body I want to keep the feature of acceleration but I want to limit the acceleration and since its a rogue body I must do all the updates myself I cant just set body velocity limit I must add it myself,I am having trouble with it so I am asking for help I tried using physics of course, but I got confused.

Thanks for the help,
Anton
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Re: Moving a rogue body in one axis

Postby slembcke » Tue Nov 13, 2012 9:16 am

You can set the limit pretty high. You just can't allow an object to move more than half it's minimum size in a dimension in a single timestep. If you use a smaller timestep, then the limit can be larger.
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Re: Moving a rogue body in one axis

Postby Its2l82die » Tue Nov 13, 2012 11:20 am

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Re: Moving a rogue body in one axis

Postby slembcke » Tue Nov 13, 2012 12:07 pm

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Re: Moving a rogue body in one axis

Postby Its2l82die » Tue Nov 13, 2012 1:44 pm

I'm sorry but I don't quite understand this, cpArbiterGetNormal would normalize any vector I would give it, what I must put as n then? from what I see in here anything would be bigger than 0.7 thus making the shapes always collide in my case I want the green parts of the shape to be collidable from any angle but the red ones pass through, totally ignored.

Sorry for my ignorance,
I'll try to think too tomorrow,
Anton.
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Re: Moving a rogue body in one axis

Postby slembcke » Tue Nov 13, 2012 1:57 pm

Whoops, sorry I meant cpfabs(cpArbiterGetNormal(arb, 0).y) < 0.7

"n" is just the axis that you want things to pass through. If you wanted it to be up and down, use cpv(0, 1) or cpv(0, -1). Either is fine because it's just using the absolute value. Up and down is just equivalent to the code above though. You really only need the dot product if it's on an arbitrary axis.
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