Game Development Reference
In-Depth Information
6. We get the current rotation of bodyA to see how much it pivots. We then convert
the rotation to angles and store them as follows:
float[] anglesA = new float[3];
bodyA.getPhysicsRotation().toAngles(anglesA);
7. We then store angles[0] in a float variable called x .
8. If x is more than 0.01f or less than -0.01, we should start motorX and rotate it to
compensate for the pivot, as follows:
motorX.setEnableMotor(true);
motorX.setTargetVelocity(x*1.1f);
motorX.setMaxMotorForce(13.5f);
9. Otherwise, we turn off the motor as follows:
motorX.setTargetVelocity(0);
motorX.setMaxMotorForce(0);
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