physics and trigonometry little question

Great ! Two new ideas : the angluar velocity on composed objects and the rotation with weld joints. I didn’t tought about none of them:)

I did try some pivot joint and rotation, but with bad results since box 2dupdate.

So, thank you.

Brent, you’re right I do need the “+” only to collide, still I’m not sure how to construct bodies in two parts.

Alexf, about turning at same speed, the fact that it’s not exactly the same speed is not a problem and the intensity loss is ok, it’s just that the loss is brutal.

Anyway, I’ll check your two solutions and be back for comments. [import]uid: 9328 topic_id: 32669 reply_id: 133521[/import]

Hi Antheor,
Glad to help. Here’s the documentation on complex (multi-part) physics bodies. Scroll down until you find “Complex body construction”.

http://developer.coronalabs.com/content/game-edition-physics-bodies

Note that each body part can have unique characteristics, including collision filters, isSensor true or false, etc. So, you can make the “invisible” part of the object null in regards to collision with other things, while the tip remains active and senses collision.

Also remember to use the .angularDamping property to set how soon your spinning object slows down (you mentioned wanting some control over that in the previous post).

Brent
[import]uid: 200026 topic_id: 32669 reply_id: 133523[/import]

God ! Where were you when I was struggling with this problem …
( here https://developer.coronalabs.com/forum/2012/09/28/yreference-and-physic-colision and here https://developer.coronalabs.com/forum/2012/09/05/physic-behavior-between-sdk-840-and-sdk-894 and here https://developer.coronalabs.com/forum/2012/06/30/pivot-revolution-madness)

Thank you sooooo much !

(still I have some work to do since I have to attach to “+” some objects (particle candy fields) that should move exactly like “+” visual) [import]uid: 9328 topic_id: 32669 reply_id: 133525[/import]