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[FEATURE] PhysX joints should expose all/most features #283

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jankrassnigg opened this issue Jul 16, 2020 · 0 comments
Closed

[FEATURE] PhysX joints should expose all/most features #283

jankrassnigg opened this issue Jul 16, 2020 · 0 comments
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@jankrassnigg
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Functionality that is missing / not exposed:

  • joint limits (soft+hard) for all joint types (e.g. 6DOF)
  • drives/motors for all joint types
  • make it possible to switch these settings after the joint was created, e.g. to switch on/off a motor or change a joint's limit
  • make the distance joint easier to use (set anchor point via object reference)
  • have more visualizers for important parameters
@jankrassnigg jankrassnigg added this to the Next Release milestone Jul 16, 2020
@jankrassnigg jankrassnigg self-assigned this Jul 16, 2020
jankrassnigg added a commit that referenced this issue Jul 16, 2020
* joint options can now be modified at runtime to switch things like motors and limits on and off
* joints with limits now also expose restitution and bounce threshold (revolute, prismatic, spherical)
* revolute joint drive is no a mode enum
* not updated 6dof joint so far
@jankrassnigg jankrassnigg added this to In progress in Physics Jul 16, 2020
jankrassnigg added a commit that referenced this issue Jul 19, 2020
* Separate twist/swing parameters
* Linear range
* Linear, twist and swing limit modes
* Modify most parameters after simulation start
* Joints DON'T support specifying the child actor by attaching them as a child node anymore, because this rarely works well, due to transform update order, so it shouldn't be encouraged.
* Joints DO support ignoring the top-level node of the referenced child actor, and use the next best child node instead, to allow you to link joints to prefabs.
jankrassnigg added a commit that referenced this issue Jul 20, 2020
* fixes for the 6DOF joint
* every joint can now define the anchor point for the child actor (optionally), which allows to create joints that are not in the starting state
* this would also allow to create joints at runtime to 'snap' the actor towards the joint
@jankrassnigg jankrassnigg moved this from In progress to Done in Physics Jul 21, 2020
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