Mar 2, 2010 at 1:06 AM
Edited Mar 2, 2010 at 9:28 AM
I'm working on my Final Year Project at University to make a program where physical objects can balance on their own.
So far, it's going well :) I had a couple of questions though, and if anyone could point me in the right direction I'd be very appreciative.
1) I'm making a ragdoll using pinjoints to attach each body part together. I'm having a bit of trouble with this though. Each joint I attach end up having a large gap between each anchor.
For example, when attaching the Leg to the Torso, there is a large gap between the leg and the torso, becoming larger when the leg or torso rotates.
Here's a snippet of some of the code for my PinJoints.
PinJoint leftLegTorso = JointFactory.Instance.CreatePinJoint(simulator, leftLegBody, leftLegAnchor, torsoBody, torsoAnchor1);
PinJoint rightLegTorso = JointFactory.Instance.CreatePinJoint(simulator, rightLegBody, rightLegAnchor, torsoBody, torsoAnchor2);
leftLegTorso.TargetDistance = 0;
rightLegTorso.TargetDistance = 0;
LinearSpring leftLegTorsoSpring = SpringFactory.Instance.CreateLinearSpring(simulator, leftLegBody, leftLegAnchor, torsoBody, torso1, 1000, 0);
LinearSpring rightLegTorsoSpring = SpringFactory.Instance.CreateLinearSpring(simulator, rightLegBody, rightLegAnchor, torsoBody, torso2, 1000, 0);
I've had a play around with the TargetDistance values but I get the same result. As you can see, I've had a go at using Springs to pull the two bodies together but I'm still getting the same problem.
Is this just the general behaviour of PinJoints or do I need to add something else to keep the legs fixed to the torso? I noticed in the Simple Samples ragdoll it uses PinJoints too. If anyone's confused by what I mean I can happily add a screenshot
if you need it. =)
2) EDIT: I've just found out how to do this using CollisionGroups! I just added both legs and feet to the same CollisionGroup and this works perfectly =) I'm thinking about allowing the legs of the ragdoll to move into each other without collision,
as if the legs were moving behind the other. Is there a way I can ignore collision detection for the legs (leftLegGeom and rightLegGeom I would assume) but still have them collide with other Geoms?
If I haven't explained myself very well please just say and I'll have another go! I'm still fairly new to Farseer =)
Thanks very much for your help.