To complete the release of Nature2D v0.3, I decided to add a variety of new constraints to the library. With different behaviors, usages and appearances (not sure).
What all Constraint Types?
v0.3 will consist of 4 constraint variants.
Rope Constraints - Constraints used all across the library up till v0.2 were Rope Constraints. They were rather simple compared to the new ones. They will continue to remain the default constraints of the library in v0.3 just with the addition of other types of constraints to open gates for a wide heterogeneity of simulations.
Rod Constraints - These constraints are similar to how Rope constraints function. But unlike rope constraints, these constraints have a fixed amount of space between its points and aren't flexible. These constraints can move in all directions just how rope constraints can, but the space between them remains constant.
Spring Constraints - Spring constraints are elastic, wonky and flexible. Perfect for various simulations that require springs. Achieved using Hooke's Law.
Weld Constraints - Welds are used to stick/join two RigidBodies while maintaining their rigidity. Similar to how rod constraints function, they maintain constant gaps between its points. But unlike rods, these constraints are stiff and cannot be rotated. These can be used to create stiff joints between multiple RigidBodies.
This PR will remain a draft until all constraints are functional and revised. See you around!
To complete the release of Nature2D v0.3, I decided to add a variety of new constraints to the library. With different behaviors, usages and appearances (not sure).
What all Constraint Types?
v0.3 will consist of 4 constraint variants.
Rope Constraints - Constraints used all across the library up till v0.2 were Rope Constraints. They were rather simple compared to the new ones. They will continue to remain the default constraints of the library in v0.3 just with the addition of other types of constraints to open gates for a wide heterogeneity of simulations.
Rod Constraints - These constraints are similar to how Rope constraints function. But unlike rope constraints, these constraints have a fixed amount of space between its points and aren't flexible. These constraints can move in all directions just how rope constraints can, but the space between them remains constant.
Spring Constraints - Spring constraints are elastic, wonky and flexible. Perfect for various simulations that require springs. Achieved using Hooke's Law.
Weld Constraints - Welds are used to stick/join two RigidBodies while maintaining their rigidity. Similar to how rod constraints function, they maintain constant gaps between its points. But unlike rods, these constraints are stiff and cannot be rotated. These can be used to create stiff joints between multiple RigidBodies.
This PR will remain a draft until all constraints are functional and revised. See you around!