Rigid and Animated bodies can be freed, check the Tokamak.decls file for reference.
I've tried to stay with the names in the actual physicsdll, but I have to agree, setterrainmesh is misleading.
I will change this in the next release.
The same goes for animatedbodies. I don't really think they are supposed to be moved once the simulation has started.
If you move an animbody towards a rigidbody it will go right through if the velocity is to high.
StaticBodies would have been a better name for them.
Unless they can be moved and I simply do something wrong in my simulations.
I'm currently working on the jointlimits. Should be implemented in the next release.
Since Tokamak uses Callbacks for collisioninfo I have to come up with some way to feed the collisioninfo to Blitz.
I will probably fill some kind of collisiontable and then the user can retrieve collisioninfo for a certain body or bodies.
hmm, like how you retrieve collisioninfo in blitz today I suppose.
how bout making the function called 'TOKSIM_SetStaticMesh' instead of 'TOKSIM_SetTerrainMesh' people might get confused and think it has to be a terrain.
I've tried to stay with the names in the actual physicsdll, but I have to agree, setterrainmesh is misleading.
I will change this in the next release.
The same goes for animatedbodies. I don't really think they are supposed to be moved once the simulation has started.
If you move an animbody towards a rigidbody it will go right through if the velocity is to high.
StaticBodies would have been a better name for them.
Unless they can be moved and I simply do something wrong in my simulations.
Is the constraint thing in yet? I'm assuming it would be necessary to do a car physics sim? Anybody know? :-/
I'm currently working on the jointlimits. Should be implemented in the next release.
is there a command i can use to tell if somthing has collided ? ie when a ball hits the ground ? or do i have to do that within blitz using blitz colision ?
Since Tokamak uses Callbacks for collisioninfo I have to come up with some way to feed the collisioninfo to Blitz.
I will probably fill some kind of collisiontable and then the user can retrieve collisioninfo for a certain body or bodies.
hmm, like how you retrieve collisioninfo in blitz today I suppose.