TA::Physics& physics = TA::Physics::GetInstance();
TA::DynamicObject* pObjectA = TA::DynamicObject::CreateNew();
TA::DynamicObject* pObjectB = TA::DynamicObject::CreateNew();
TA::AABB aabb(
TA::Vec3(0.0f, 0.0f, 0.0f),
TA::Vec3(0.5f, 0.5f, 0.5f));
pObjectA->InitialiseAsABox(aabb);
pObjectB->InitialiseAsABox(aabb);
pObjectA->SetPosition(TA::Vec3(2.0f, 3.0f, 0.0f));
pObjectB->SetPosition(TA::Vec3(4.0f, 3.0f, 0.0f));
TA::Vec3 v3JointWorldPos(3.0f, 3.0f, 0.0f);
TA::Vec3 v3HingeAxis(0.0f, 0.0f, 1.0f);
TA::PhysicsJoint& physicsJoint = pObjectA->AddJoint(pObjectB);
physicsJoint.InitialiseHinge(
v3JointWorldPos,
v3HingeAxis,
-TA::k_fPi * 0.5f,
TA::k_fPi * 0.5f);
physics.AddDynamicObject(pObjectA);
physics.AddDynamicObject(pObjectB);
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