Ghegheghe, also cool blink0k.
Swinging of the carriage is ok by me, However when the (imaginary) "reindeer stops running"
, the carriage spins right trough the poor deer.
As the carriage and kart are one, I don't think there's a way to give it more friction and/or limit the angles?
What I had originally in mind were things like:
hingePos = CreateVector3()
hingeRot = CreateVector3( 0.0, 1.0, 0.0 )
GetObjects3DPhysicsContactPositionVector( jamCylinder, doorBox, hingePos )
hingeJoint = Create3DPhysicsHingeJoint( jamCylinder, doorBox, hingePos, hingeRot, 1 )
Set3DPhysicsJointHingeLimits( hingeJoint, -180.0, 0.0 )
or:
contactPositionVec = CreateVector3()
jointRotationVec = CreateVector3(0,100,0)
GetObjects3DPhysicsContactPositionVector( pivotCapsule, pivotCone, contactPositionVec )
coneTwistJoint = Create3DPhysicsConeTwistJoint( pivotCapsule, pivotCone, contactPositionVec, jointRotationVec, 1 )
Set3DPhysicsJointConeTwistLimits( coneTwistJoint, 45, 45, 360 )
But not sure how and where to apply such things..
I had some minor succes attaching the pivot cone to it as a test, but doesn't behave as expected.
I'm afraid I do not have enough experience/knowledge of the whole physics stuff. Only have a basic understanding from the examples that came with AGK. As documentation is sparse, I'm wondering where you guys got the info required to get this far?