PhysicsJointSpringDamping# ( joint )
Parameters
| joint - a current physics joint handle |
Description
|
Returns the configured dimensionless spring damping ratio. Supports distance, slider and hinge joints. Returns the configured value even when that feature is disabled; it does not measure the current motion. Invalid, stale or wrong-kind handles raise a runtime error. Requires Extended mode. See also: PhysicsJointSpring, PhysicsJointFrame, PhysicsJointThresholds, PhysicsJointEventJoint, StepPhysics. |
Example
; PhysicsJointSpringDamping Example ; --------------------------------- ; Requires Extended mode. Graphics3D 640,480,0,2 SetBuffer BackBuffer() Const PHYSICS_STATIC=0 Const PHYSICS_DYNAMIC=2 camera=CreateCamera() PositionEntity camera,0,3,-7 RotateEntity camera,20,0,0 light=CreateLight() RotateEntity light,45,-30,0 AmbientLight 60,60,60 ; An independent Box3D world with standard gravity world=CreatePhysicsWorld() ; Blue static floor ground=CreateCube() ScaleEntity ground,6,0.5,6 PositionEntity ground,0,-0.5,0 EntityColor ground,80,160,255 ground_body=CreatePhysicsBody(world,ground,PHYSICS_STATIC) ground_shape=PhysicsBodyBox(ground_body,12,1,12) ; A static post, and a door hinged to it on a vertical axis post=CreateCube() ScaleEntity post,0.1,1.5,0.1 PositionEntity post,-1.5,1.5,0 EntityColor post,150,150,160 post_body=CreatePhysicsBody(world,post,PHYSICS_STATIC) post_shape=PhysicsBodyBox(post_body,0.2,3,0.2) door=CreateCube() ScaleEntity door,1.2,1.4,0.05 PositionEntity door,-0.2,1.5,0 EntityColor door,255,120,70 door_body=CreatePhysicsBody(world,door,PHYSICS_DYNAMIC) door_shape=PhysicsBodyBox(door_body,2.4,2.8,0.1) PhysicsBodyDamping door_body,0,1 hinge=CreatePhysicsHingeJoint(post_body,door_body,-1.4,1.5,0,0,1,0) damping#=0.3 ; A spring closes the door again, like a self-closing hinge PhysicsJointSpring hinge,True,0.5,0.3 While Not KeyDown(1) ; Space pushes the far edge of the door If KeyHit(57) TFormPoint 1,0,0,door,0 PhysicsBodyImpulseAt door_body,0,0,2,TFormedX(),TFormedY(),TFormedZ() EndIf ; [ and ] change the spring's damping; 1 stops without overshooting If KeyHit(26) And damping>0 Then damping=damping-0.1 If KeyHit(27) Then damping=damping+0.1 PhysicsJointSpring hinge,True,0.5,damping StepPhysics world,1.0/60.0,4 ; Arrow keys move the camera If KeyDown(200) Then MoveEntity camera,0,0,0.1 If KeyDown(208) Then MoveEntity camera,0,0,-0.1 If KeyDown(203) Then TurnEntity camera,0,1,0 If KeyDown(205) Then TurnEntity camera,0,-1,0 RenderWorld Text 0,0,"Arrow keys: move camera Space: push [ / ]: damping Esc: exit" Text 0,20,"PhysicsJointSpringDamping(hinge) = "+PhysicsJointSpringDamping(hinge) Text 0,40,"(frequency "+PhysicsJointSpringHertz(hinge)+" Hz)" Flip Wend FreePhysicsWorld world End
Index