Additional Constraint Types
Physics V2 constraint types available with Havok:
// Ball-and-socket constraint (allows rotation in all directions)
const ballConstraint = new BABYLON.BallAndSocketConstraint(
new BABYLON.Vector3(0, 0, 0), // pivot on body A
new BABYLON.Vector3(0, 2, 0), // pivot on body B
scene
);
bodyA.addConstraint(bodyB, ballConstraint);
// Distance constraint (maintains fixed distance)
const distConstraint = new BABYLON.DistanceConstraint(
5, // distance to maintain
scene
);
bodyA.addConstraint(bodyB, distConstraint);
// Prismatic constraint (allows movement along one axis)
const prismaticConstraint = new BABYLON.PrismaticConstraint(
new BABYLON.Vector3(0, 0, 0), // pivot on body A
new BABYLON.Vector3(0, 0, 0), // pivot on body B
new BABYLON.Vector3(1, 0, 0), // axis on body A
new BABYLON.Vector3(1, 0, 0), // axis on body B
scene
);
bodyA.addConstraint(bodyB, prismaticConstraint);
// Lock constraint (completely fixes two bodies together)
const lockConstraint = new BABYLON.LockConstraint(
new BABYLON.Vector3(0, 0, 0),
new BABYLON.Vector3(0, 2, 0),
new BABYLON.Vector3(0, 1, 0),
new BABYLON.Vector3(0, 1, 0),
scene
);
bodyA.addConstraint(bodyB, lockConstraint);