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Combine more then two object into one?

Topics: User Forum
Dec 22, 2006 at 5:35 PM
Is it possible to join some RigidBody to another?
Dec 22, 2006 at 6:15 PM
Not really at the moment. This would require some sort of "Weld" joint. I can look into adding it. I will put it on my list that seems to grow much quicker than shrink. :-)
Dec 22, 2006 at 7:37 PM
But I can use RevoluteJoint to join just 2 objects and next join another object to one of previous object (joined)?

Dec 22, 2006 at 7:53 PM
something like this:

FarseerPhysicsComponent._physicsSimulator.AddJoint(new RevoluteJoint(circleGlassBallEntitiesi.RigidBody, christmasTreeEntity.RigidBody, new Vector2(circleRadius,circleRadius)));
Dec 22, 2006 at 9:32 PM
yes, but the revolute joint does not constrain rotation... the bodies will still rotate with respect to eachother.
Dec 23, 2006 at 4:23 PM
So can you send me this sample demo:

Dec 23, 2006 at 4:27 PM
I just try to paste url from yours blog...!B95A63DF4C9C0F2A!164.entry#comment
Dec 24, 2006 at 12:21 PM
That is just using the revolute joint. That is in one of my earlier releases, but it is for beta2.

I will be updating some of the ealier demos for xna 1.0 real soon (working on it now)
Dec 27, 2006 at 9:28 AM
yes - I know. But it will give me idea how to use joins. Now I have problems with correct positions for joins (there is no doc ;( ).
Dec 28, 2006 at 3:10 PM
For the revolute joint, the position is in world coordinates. Place the two bodies where you want, then create the joint using world coordinates for the position.