RaananW Posted March 19, 2016 Share Posted March 19, 2016 All joints are already implemented, DistanceJoint and PrismaticJoint. Cannon's Spring object is also implemented, which will be a nice way of doing that with cannon. To use the PrismaticJoint, for example, do that: body.phyiscsImpostor.createJoint(wheel.physicsImpostor, PhysicsJoint.PrismaticJoint, { //joint data, just like the hinge. Axis, Pivots and all that jazz mainAxis: new BABYLON.Vector3(0,-1,0), nativeParams: { min: MINIMUM, max: MAXIMUM } }); I am already working on the documentation, which will be finished hopefully till monday/tuesday (the basic version of it, at least). But soon we will have a new physics engine. Energy. Which has joint-based suspensions. And this will be super cool The plugin is in the making, and is working fairly well already. Just need to implement some missing functions. and fix bugs. Pryme8 1 Quote Link to comment Share on other sites More sharing options...
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