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Delete a Kinematic Joint


SpiderPig
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Go to solution Solved by Josh,

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I don't know if this is a bug, but I think it should work?  Pressing space sets the joint to nullptr and should no longer control the entity?  Would also be good if we can disable the joint without deleting it... and then re-enable it again a while later.  E.g.  Allow an object to be intermittingly controlled and succumb to gravity at a key press.

#include "UltraEngine.h"
using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    auto displays = GetDisplays();
    auto window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0]);
    auto framebuffer = CreateFramebuffer(window);
    auto world = CreateWorld();

    auto camera = CreateCamera(world);
    camera->Move(0, 2, -3);
    camera->SetClearColor(1, 0, 0);

    auto light = CreateDirectionalLight(world);
    light->SetRotation(35, 35, 35);

    auto floor = CreateBox(world, 100.0f, 0.5f, 100.0f);

    auto default_font = LoadFont("Fonts\\arial.ttf");
    auto ui = CreateInterface(world, default_font, framebuffer->size);
    ui->SetRenderLayers(2);
    ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f);

    auto ui_camera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    ui_camera->SetPosition((float)framebuffer->size.x * 0.5f, (float)framebuffer->size.y * 0.5f, 0);
    ui_camera->SetRenderLayers(2);
    ui_camera->SetClearMode(CLEAR_DEPTH);

    auto label = CreateLabel("", 10, 10, 500, 200, ui->root);

    auto m = CreateCylinder(world, 0.5f, 1.8f);
    m->SetMass(1.0f);
    m->SetPosition(0, 2, 0);

    camera->SetParent(m);

    auto joint = CreateKinematicJoint(0.0f, 2.0f, 0.0f, m);
    joint->SetMaxForce(FLT_MAX);

    while (true)
    {
        while (PeekEvent()) {
            ui->ProcessEvent(WaitEvent());
        }

        auto pos = m->GetPosition(true);
        auto rot = m->GetRotation();
        label->SetText("Position : " + String(pos.x) + ", " + String(pos.y) + ", " + String(pos.z) + "\n" +
            "Rotation : " + String(rot.x) + ", " + String(rot.y) + ", " + String(rot.z));

        if (window->KeyHit(KEY_SPACE)) { joint = nullptr; }

        if (joint != nullptr) {
            auto target_pos = pos;
            if (window->KeyDown(KEY_W)) { target_pos.z += 1.0f; }
            if (window->KeyDown(KEY_S)) { target_pos.z -= 1.0f; }

            joint->SetPose(target_pos, Vec3(0, 0, 0));
        }

        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

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