pstricks-fans / hybridconstraints

This repo is for sharing with others about how to apply both kinematic and dynamic constraints to an actor. This repo may be removed later.

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Requirements

  • Project Type: Game
  • Project Template: Blank
  • Language: C++
  • Starter Content: Included
  • Project Name: MyProject

Steps To Reproduce

  • Once you have successfully regenerated as well as compiled the project,
    drag ABallActor on to the level.

  • Set the ball position to (0,0,100) via the Details panel.

  • The ball will orbit around a vertical axis passing through (0,0,100).

Expected Result

  • The ball moves circularly on the horizontal plane but it also must fall due to gravity.

Question

How to make the ball

  • move circularly on the horizontal plane only due to kinematic constraint (its x and y positions are set by Tick)

  • and fall due to gravity ?

Note

Please refrain from suggesting me to set z = g * t * t / 2 in Tick because it is not what I want to learn. I want to learn how to apply both kinematic and dynamic constraints on the ball.

About

This repo is for sharing with others about how to apply both kinematic and dynamic constraints to an actor. This repo may be removed later.


Languages

Language:C++ 67.1%Language:C# 31.0%Language:C 1.9%