Topic: Levitate (physics)
I need some advise. My question is how can I levitate an object in the air . I raise up/down by using
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I need some advise. My question is how can I levitate an object in the air . I raise up/down by using
you can make a ray(from camera) to check if you look at the object, and check distance, then disable physics and change it's position (using lerp may be)
Last edited by hog (2014-05-19 12:33:21)
I am really sorry of about missing lines of my question. So my question ending:
"I raise up/down this object (helicopter) by adding central force, but I can't helicopter maintain in one place of the air.".
If I disable physics, how it will interaction with the word?
Thanks
I actually did this in my artificial intelligence level accidentally. I parented a cone to the object and made the cone a ghost object with physics.
Now you can check collisions with the cone, and add a central force to the object when something collides with e cone.
If the cone is rotated towards the ground, and it is long enough, then it will act as a ground detection device, and the object will get a jolt every time the cone touches the ground.
Last edited by Tutorial Doctor (2014-05-19 13:53:44)
you can apply the inverse of the gravity multiplied by the mass of the object :
-- scene update
function onSceneUpdate()
addCentralForce(Object, -getGravity()*getMass(Object))
end
and you can additionally do your regular movement :
-- scene update
function onSceneUpdate()
addCentralForce(Object, -getGravity()*getMass(Object))
addCentralForce(Object, vec3(0.1, 0.0, 0.0)) -- additional move toward X
end
I actually did this in my artificial intelligence level accidentally. I parented a cone to the object and made the cone a ghost object with physics.
Now you can check collisions with the cone, and add a central force to the object when something collides with e cone.
If the cone is rotated towards the ground, and it is long enough, then it will act as a ground detection device, and the object will get a jolt every time the cone touches the ground.
Thanks and it's good idea!
But actually my "game concept" is a kind of “helicopter game” where the player have to avoid the ground obstacles. So the player task to control the heli., not necessary automatic controlling.
you can apply the inverse of the gravity multiplied by the mass of the object :
-- scene update function onSceneUpdate() addCentralForce(Object, -getGravity()*getMass(Object)) end
and you can additionally do your regular movement :
-- scene update function onSceneUpdate() addCentralForce(Object, -getGravity()*getMass(Object)) addCentralForce(Object, vec3(0.1, 0.0, 0.0)) -- additional move toward X end
Thank you for your advise.
I tried it, but up/down force is not elimated fully by “inverse of gravity”. It is necessary additional correcting controll for the object. But I think it wouldn’t be a big problem.:).
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