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What steps will reproduce the problem?
1. Create a static body
2. Try to set its transform
3. Transform does not get updated (early return for static entities).
What is the expected output? What do you see instead?
I expect to be able to reposition static bodies. This is key for making a
dynamic live level editor or even controlling physics entities after they
have been created.
What version of the product are you using? On what operating system?
r30 (found this after I ported r30 to Box2D.XNA)
Please provide any additional information below.
It seems like an arbitrary constraint to limit setting transforms on
static entities.
I want zero-mass, zero-velocity body but i want to be able to set it's
position/rotation after it has been created. This comes up in level
editor scenarios or even with our ZoomEngine entity system (we create the
entity, which creates corresponding physics bodies, then later the
position is set). Kinematic bodies reduces the need for us to use static
entities in many cases, but for the zero-velocity case we still want
static, and want to reposition them sometimes.
In my port I removed this early return in Body.SetTransform and I'm back
to the behavior I want without any negative effects on the rest of the
system.
Original issue reported on code.google.com by NFurtwan...@gmail.com on 7 Dec 2009 at 2:17
The text was updated successfully, but these errors were encountered:
Original issue reported on code.google.com by
NFurtwan...@gmail.com
on 7 Dec 2009 at 2:17The text was updated successfully, but these errors were encountered: