TreeCollsionAddFace ?

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Re: TreeCollsionAddFace ?

Postby kikosmalltalk » Mon Apr 27, 2009 4:05 pm

Hi Julio

thanks to reply

You wrote:
it looks like you are using a back matrix.
are you using scale with you model matrices?

Scale matrix ?.
Sorry but I don't understand. Any example please.



I only create the cone and Set an identity Matrix.
This way
Code: Select all
>>addCone
   "Create a Cone collision primitive"

   | collision actor matrix inertia newtonBody |
   matrix := NewtonMatrix identity.
      "(_11=1.0 _12=0.0 _13=0.0 _14=0.0
        _21=0.0 _22=1.0 _23=0.0 _24=0.0
        _31=0.0  _32=0.0 _33=1.0 _34=0.0
          _41=0.0 _42=0.0 _43=0.0 _44=1.0)"
   
   collision := NewtonCone
            in: self world
            radius: 5.0
            height: 20.0.
   inertia := collision calculateInertiaMatrix.
   newtonBody := NewtonRigidBody in: self world withCollision: collision.
   newtonBody
      matrix: matrix;
      massMatrix: 100.0
         inertiaX: inertia x * 100
         inertiaY: inertia y * 100
         inertiaZ: inertia z * 100;
      setForceAndTorqueCallback: newtonBody;
      setTransformCallback: actor.
   self addBody: newtonBody





Look this screenShot:

Advanced thanks
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Re: TreeCollsionAddFace ?

Postby kikosmalltalk » Tue Apr 28, 2009 8:25 am

Hi Julio, delfi, all

Look this:
The floor body is locate in the position:
Vec[ 0.0 -80.0 0.0 ].
And the AABB is: #{
Vec[ -250.125 -2.625 -250.125 ]
Vec[ 250.125 2.625 250.125 ]
}.
The size is: 500 , 5 500 and 0 mass.

The cone is locate in :Vec[ -2.87527441978455 -75.0752563476563 -2.34281104058027e-002 ]
AABB is: #{
Vec[ -10.125 -5.125 -5.125 ]
Vec[ 10.125 5.125 5.125 ]
}.
The radius is 5 and height is 20. The mass is 100


Any idea ?


ScreeShot:
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Location: Argentina

Re: TreeCollsionAddFace ?

Postby kikosmalltalk » Tue Apr 28, 2009 10:25 am

Hi All

I'm become crazy :evil:

Look this:
http://www.youtube.com/watch?v=te8UE1tfmAI

The floor box have 5 degrees of inclination in the X axis, the sphere should lower !!. And of course not to penetrate in the floor.


Any idea ?

kiko
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Posts: 31
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Location: Argentina

Re: TreeCollsionAddFace ?

Postby kikosmalltalk » Tue Apr 28, 2009 1:46 pm

Hi All
The problem is solved :mrgreen:
I'm sorry, not was a newton error, was my error. :mrgreen:

When I draw the geometry and call the NewtonCollisionForEchaPolygonDo:, I passed the incorrect matrix to the function.
Then I draw an incorrect collision mesh !.

For that reason the geometry was shown bad !.

Sorry again :mrgreen:

kiko
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Re: TreeCollsionAddFace ?

Postby JernejL » Wed Apr 29, 2009 3:51 am

Good to see that you solved the problem.
Help improving the Newton Game Dynamics WIKI
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Re: TreeCollsionAddFace ?

Postby Julio Jerez » Wed Apr 29, 2009 6:23 pm

kikosmalltalk wrote:When I draw the geometry and call the NewtonCollisionForEchaPolygonDo:, I passed the incorrect matrix to the function.
Then I draw an incorrect collision mesh !.


you see I told you, there was a wrong matrix somewhere,
It is like they say "More knows the devil because he is old and not because he is smart"
Julio Jerez
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Re: TreeCollsionAddFace ?

Postby kikosmalltalk » Wed Apr 29, 2009 9:39 pm

Hi Julio, delfi

you wrote:
"More knows the devil because he is old and not because he is smart"

ahahhaha. Yes .

Please look this topic: http://www.newtondynamics.com/forum/viewtopic.php?f=11&t=5127

kiko
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