### Author Topic: 2D physix  (Read 7695 times)

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#### Alex

• Newbie
• Posts: 26
##### 2D physix
« on: October 08, 2009, 11:17:36 PM »
Can we limit physics simulation to one plane ?
What would be the nice way to fix object y coordinate ?

#### JeGX

• Global Moderator
• Hero Member
• Posts: 1522
##### Re: 2D physix
« Reply #1 on: October 09, 2009, 05:21:11 PM »
Interesting question
hummm let's see... if you set the Y coordinate of actor's velocity and actor's position to 0 maybe you should manage to stick your actors to the Y=0 plane.

#### Alex

• Newbie
• Posts: 26
##### Re: 2D physix
« Reply #2 on: October 10, 2009, 10:38:57 AM »
here is that code
Code: [Select]
` local z,x,c = HYP_PhysX.GetActorLinearVelocity(body) HYP_PhysX.SetActorLinearVelocity(body, z, 0, c) z,x,c = HYP_PhysX.GetActorGlobalPosition(body) HYP_PhysX.SetActorGlobalPosition(body, z, 0, c) z,x,c = HYP_PhysX.GetActorAngularVelocity(body) HYP_PhysX.SetActorAngularVelocity(body, 0.0, x, 0.0)`Runs in every frame.

When objects colide there is slight change in actor`s direction vector, it is no longer in game plane.

But what if there is function `HYP_PhysX.GetActorGlobalOrientation( )` then we could do this
Code: [Select]
` local angle, x, y, z = HYP_PhysX.GetActorGlobalOrientation(body) HYP_PhysX.SetActorGlobalOrientation(body, angle, x, y, z)`And then it can be done in every couple of seconds, not in every frame.

I tried with `HYP_Object.GetDirection` to retrieve current direction vector of body and failed.