I'm working on a crane simulator, and for that I was planning using jME Physics 2. I have made some attempts but not sucseeded in simulating a hanging node.
Attempt #1 (based on the hanging sphere in tutorial 7)
crated a DynamicPhysicsNode ("hook") and added it to the root_node of jME
crated a Joint
created a RotationalJointAxis with the degree of fredom rotate around x based on the Joint
attached the DynamicPhysicsNode to the RotationalJointAxis
in each update() do a Joint.setAnchor(cranetip.getWorldTranslation())
==Strange things happen==
Attempt #2
same as #1 but added two more degree of fredom to the "wire"
-two more joints and a RotationalJointAxis and a TransationalJointAxis connected together by dummy DynamicPhysicsNodes
==Even more strange things happen==
Attempt #3 (based on the connected boxes in tutorial 7)
crated a StaticPhysicsNode ("cranetip") and added it to the cranetip_node of jME
(cranetip is a node that is always level)
crated a DynamicPhysicsNode ("wire_start") and added it to the root_node of jME
crated a DynamicPhysicsNode ("hook") and added it to the root_node of jME
crated a Joint
created a TransationalJointAxis with the degree of fredom -y based on the Joint
set the minDistance on TransationalJointAxis to -10 and maxDistance to 0
put the "wire_start" on top of "cranetip"
put the "hook" below "cranetip"
==wire_start slides off==
Attempt #4
same as #3 but creating a closed box out of 6 StaticPhysicsNodes at the cranetip
==wire start jumps out of the closed box
Any suggestions for my next attempts, or is there a best practics?
after som more attempts I have endet up with the following
The basics:
-A closed box put together by 6 StaticPhysicsNodes
-A DynamicPhysicsNode sphere inside of the closed box
-A DynamicPhysicsNode box as a hook
-The two DynamicPhysicsNodes connected by a Joint and a TranslationalJointAxis
In a more advanced setup I’ve added several Joints using both TranslationalJointAxis and RotationalJointAxis for each joint.
The best aproach would have been if I could connect one end of the Joint to a StaticDynamicNode. Why I cannot do that is a mystery to me.
Also it should be possible to set a friction in each RotationalJointAxis
I never used Joints much yet, does a FrictionCallback not help ?
The best aproach would have been if I could connect one end of the Joint to a StaticDynamicNode. Why I cannot do that is a mystery to me.
Since a StaticPhysicsNode doesn't move, you can just keep the joint locked in space.
Since a StaticPhysicsNode doesn't move, you can just keep the joint locked in space.
I could have connected a StaticPhysicsNode to the crane tip and make it move since the crane is a part of the scene graph that moves in relation to the world coordinates.
Now I am trying to make a DynamicPhysicsNode not fall to the ground, but hold steady in the crane tip
Core-Dump said:
I never used Joints much yet, does a FrictionCallback not help ?
I will try that!