I’m trying to create a simple simulation with an air balloon and a basket hanging under it. When the user swipes his/her finger against the balloon, a temporary object is created that pushes against it. To connect the basket to the balloon, I created two distance joints. This allowed me to put a little bit of “stretch” into the basket as it hung, so that it bounces up and down a bit (but not too much) when the balloon is moved harder. The problem I have is that I cannot setRotationLimits() on a distance joint, so the basket will sometimes circle the entire balloon, instead of staying at the bottom. I tried the same thing with a rope joint, but the fact that those can bend presented other problems. I also tried a pivot joint, which does allow me to set rotation limits, but then I lose the bit of bounciness that I got from the distance joint. I also tried combining the two distance joints going out from the balloon to the basket with a pivot joint from the center of each with set rotation limits. The problem with that is that I lost my bounciness again.
Is there any way to set rotation limits on distance joints? It would be incredibly useful? Or perhaps a hack that you might suggest (e.g., invisible rects welded to the balloon to stop the basket from going to far).