I hope someone of you who have a deeper understanding of the physics engine can help me. I'm currently working on a game where the user can move certain objects around in a scene. The user sees a topview of the scene and can select an object and move it around. I kind of got it working so far by attaching a joint to the object and use that to let the object follow the joint position. This technique is also used in PhysicsPicker.
Now I have a couple of problems with this technique.
- When moving a box and one of its corner is touching a wall it seems to pivot on that corner causing it to rotate, I rather have it slide against the wall in its current rotation.
For example:
- All the objects that are movable need to be dynamic so I'm using DynamicPhysicsNode. When a object bounches against another object it send the other object into a certain direction. I rather have all objects I'm not moving to be "solid" and not move when another object collides with it. I tried several techniques such as using setEnabled(false) on the other objects to make them stay in the same place but this basically disables the physics on the object causing it to not be in the collision calculation pass. Giving these objects a huge amount of mass helps a little but they still move a little and this technique just doesn't feel right.
Please help, I have spent so many "wasted" hours on this already