Game Development Reference
In-Depth Information
We're almost done with our simulation now, but we need to do a few more things. This
last section will handle the update method and what happens when the physics is run-
ning and the bridge is being tested:
1. In the update method, we parse through all the items in the segment list and set
the z value of linearVelocity to 0 , as follows:
Vector3f velocity =
segment.getControl(RigidBodyControl.class).getLinearVelocity();
velocity.setZ(0);
segment.getControl(RigidBodyControl.class).setLinearVelocity(velocity);
2. After this, we parse through all the items in the joint's list. For each, we should
check whether the joint's appliedImpulse value is higher than a value, let's
say 10 . If it is, the joint should be removed from the list as well as from phys-
icsSpace , as follows:
Point2PointJoint p = joints.get(i);
if (p.getAppliedImpulse() > maxImpulse) {
bulletAppState.getPhysicsSpace().remove(p);
joints.remove(p);
}
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