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I'm still learning how constraints and joints work in PhysX, and one of the things I haven't been able to find any reference to is the ability to temporarily disable a joint, then be able to re-enable it later. I'm assuming the breakable joints logic uses something along these lines to make that functionality work?
Most of the built in methods, such as physx::PxSphericalJointCreate(), automatically call attach() to bind the joint to the scene and such. But I haven't seen any sort of detach() method.
If I were to add this functionality to my engine, what would be the best way to go about it? Should I just release the joints and re-create them?
The text was updated successfully, but these errors were encountered:
I'm still learning how constraints and joints work in PhysX, and one of the things I haven't been able to find any reference to is the ability to temporarily disable a joint, then be able to re-enable it later. I'm assuming the breakable joints logic uses something along these lines to make that functionality work?
Most of the built in methods, such as
physx::PxSphericalJointCreate()
, automatically callattach()
to bind the joint to the scene and such. But I haven't seen any sort ofdetach()
method.If I were to add this functionality to my engine, what would be the best way to go about it? Should I just release the joints and re-create them?
The text was updated successfully, but these errors were encountered: