Dynamic and Keinmatic Objects and Getting it to freeze
Posted: Tue Nov 08, 2011 5:06 pm
Hi there,
so whenever i create an object i ushally give it a mass to the Entity.
When i dont, the objects are stationary. and prolly using the wrong turn here but Kinematic in the way im thinking
so while they have a mass they should be dynamic
i need to change objects with a mass to stop moving, like a position lock
best way i can figure filtering through the grape vine is letting the physics engine handle it and it will filter down accordingly
ive tried
ObjEntity.BecomeKinematic();
ObjEntity.BecomeKinematic(-1f);
ObjEntity.BecomeKinematic();
((_3D)SelectedObject).ObjEntity.Mass = -1f;
((_3D)SelectedObject).ObjEntity.AngularMomentum = Vector3.Zero;
((_3D)SelectedObject).ObjEntity.AngularVelocity = Vector3.Zero;
Now the object goes stationary but starts dropping at a slow rate due to gravity, and i cant have this happen.
I do not want to remove and recrate and re add the physics entity to the engine i simply should be able to change it,
any help please and thank you?
so whenever i create an object i ushally give it a mass to the Entity.
When i dont, the objects are stationary. and prolly using the wrong turn here but Kinematic in the way im thinking
so while they have a mass they should be dynamic
i need to change objects with a mass to stop moving, like a position lock
best way i can figure filtering through the grape vine is letting the physics engine handle it and it will filter down accordingly
ive tried
ObjEntity.BecomeKinematic();
ObjEntity.BecomeKinematic(-1f);
ObjEntity.BecomeKinematic();
((_3D)SelectedObject).ObjEntity.Mass = -1f;
((_3D)SelectedObject).ObjEntity.AngularMomentum = Vector3.Zero;
((_3D)SelectedObject).ObjEntity.AngularVelocity = Vector3.Zero;
Now the object goes stationary but starts dropping at a slow rate due to gravity, and i cant have this happen.
I do not want to remove and recrate and re add the physics entity to the engine i simply should be able to change it,
any help please and thank you?