| joint - a current physics joint handle |
|
Returns True if the joint's spring is enabled. 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. See also: PhysicsJointSpring, PhysicsJointFrame, PhysicsJointThresholds, PhysicsJointEventJoint, StepPhysics. |
; PhysicsJointIsSpringEnabled Example
; -----------------------------------
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)
; 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
; S flips the spring, keeping its settings
If KeyHit(31) Then PhysicsJointSpring hinge,Not PhysicsJointIsSpringEnabled(hinge),0.5,0.3
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 S: spring Esc: exit"
Text 0,20,"PhysicsJointIsSpringEnabled(hinge) = "+PhysicsJointIsSpringEnabled(hinge)
Flip
Wend
FreePhysicsWorld world
End