Yeah, it was more just something I found while playing around with the different algorithms. Thanks for the explanation.
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SimpleVector v = new SimpleVector(1.0f, 2.0f, 3.0f);
SimpleVector normal = new SimpleVector(0, -1.0f, 0);
SimpleVector vr = v.reflect(normal);
Log.i("reflect", "v="+v+" normal="+normal+" vr="+vr);
Object3D source = Primitives.getSphere(1f);
source.setCollisionMode(Object3D.COLLISION_CHECK_SELF);
source.translate(0, -2.5f, 0);
graphicsWorld.addObject(source);
Object3D target = Primitives.getSphere(1f);
target.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
target.addCollisionListener(new CollisionHandlerTest());
graphicsWorld.addObject(target);
SimpleVector unitDir = new SimpleVector(0, 1, 0);
Log.i("Collision", "Object collisions");
source.checkForCollision(unitDir, 2);
SimpleVector adj = source.checkForCollisionEllipsoid(unitDir, new SimpleVector(1, 1, 1), 5);
Log.i("Collision", "Ellipsoid adjusted: "+adj);
adj = source.checkForCollisionSpherical(unitDir, 1);
Log.i("Collision", "Spherical adjusted: "+adj);
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