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Messages - AO

#1
Support / Re: Surface Normal
May 18, 2013, 01:56:03 AM
Problem solved mate, thanks.
#2
Support / Re: Surface Normal
May 16, 2013, 03:46:31 PM
All right, thanks a lot. I'll give it a try and get back to you feedback. Keep up the good work!
#3
Support / Re: Surface Normal
May 15, 2013, 09:52:11 PM
Yes, you're right, you can't do retrieve it directly, so I get the polygons id's
CollisionEvent.getPolygonIds()
and given that I get the normal out of
PolygonManager.getTransformedNormal(int polyID)
#4
Support / Re: Surface Normal
May 15, 2013, 06:53:44 PM
All I have is a sphere and a cube (or a plane), both from Primitives. When a collision occurs, I get the polygon normal from "CollisionEvent". An example of the values is (0.0032, -0.9936, 0.0032)
#5
Support / Surface Normal
May 14, 2013, 08:20:21 PM
Hey there. I gotta do some ball bouncing over a cube, which is obviously an even surface. When I detect the collision I'm trying to get the corresponding surface normal. Since it is a cube, which is no rotated nor moved or anything, I expect to get a normal with only one axis component (i.e.:[0.0, -1.0, 0.0]), but I get different values for different collision events, even though the ball is bouncing all the time over the same side on the mentioned cube. The normals I get are close to the one I expect, but are not exactly the ones I'm expecting, thus creating some funny behaviour on some bounces (as if the surfave was kind of rugged). Please if someone can help me out, I'd appreciate it. Cheers!