Blitz3D+ Command Reference

WakePhysicsJoint joint

Parameters

joint - a current physics joint handle

Description

Wakes the joint's connected bodies and their sleeping islands.

This does not enable a disabled body or change the joint settings. Use after external changes when you need a sleeping joint to solve again.

Invalid, stale or wrong-kind handles raise a runtime error.

Requires Extended mode.

See also: PhysicsJointSpring, PhysicsJointFrame, PhysicsJointThresholds, PhysicsJointEventJoint, StepPhysics.

Example

; WakePhysicsJoint 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)

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

    ; W wakes the bodies on both sides of the hinge
    If KeyHit(17) Then WakePhysicsJoint hinge
    StepPhysics world,1.0/60.0,4

    ; Orange while awake, grey once asleep
    If PhysicsBodyIsAwake(door_body)
        EntityColor door,255,120,70
    Else
        EntityColor door,150,150,160
    EndIf

    ; 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   W: wake   Esc: exit"
    Text 0,20,"Door awake: "+PhysicsBodyIsAwake(door_body)
    Text 0,40,"Wait for the door to fall asleep, then press W"

    Flip

Wend

FreePhysicsWorld world
End

Index