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  #1  
Old 03-03-2011, 04:13 PM
Jeff Jeff is offline
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Join Date: Aug 2008
Posts: 2,471
In order to get the bar and the ball to collide correctly you'll need to move the bar by applying a force or torque to it:
Code:
import viz
import vizact
viz.go()

viz.phys.enable()

bar = viz.add('box.wrl')  # Add a box
bar.setScale(20,1,1) # Make it look more door like
shape = bar.collideBox() # Enable physics on the box
shape.setDensity(0.1)

ball = viz.add('ball.wrl')
ball.setScale([1.5,1.5,1.5])
ball.setPosition([0, 2, 0])
ballCollideShape = ball.collideSphere()

joint = viz.phys.addHingeJoint(bar,None,pos=[0,0,0],axis0=[0,0,1]) # Hinge joint attached to world

def push():
    bar.applyTorque([0,0,20],duration=0.2)
vizact.onkeydown('1',push)

def pushBack():
    bar.applyTorque([0,0,-20],duration=0.2)
vizact.onkeydown('2',pushBack) 

def resetSimulation():
    if ball.getPosition()[1] < -5:         
        ball.reset()
        ball.setPosition([0, 2, 0])
        bar.reset()
        bar.setEuler([0,0,0])
    
vizact.ontimer(1,resetSimulation)

import vizcam
vizcam.PivotNavigate(center=[0,0,0],distance=30)
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  #2  
Old 03-04-2011, 11:23 AM
fivel_lab fivel_lab is offline
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Join Date: Mar 2011
Posts: 36
i'm going to give this a try.

i was originally having the bar via the wiimote. so as the wiimote moved, the euler of the bar moved accordingly. could that be the reason, or at least one of the reasons why the ball kept falling through?
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  #3  
Old 03-04-2011, 02:02 PM
Jeff Jeff is offline
WorldViz Team Member
 
Join Date: Aug 2008
Posts: 2,471
To make sure the physics engine calculates the collisions correctly you should apply a force or torque to the bar rather than manually setting it's orientation using the setEuler command. You can still use the wiimote data to decide what torque to apply.
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  #4  
Old 03-07-2011, 07:53 PM
fivel_lab fivel_lab is offline
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Join Date: Mar 2011
Posts: 36
it works

thanks so much for all your help, much appreciated!
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