All is working correctly.
You transformed the mesh 180 and that resulted in the same bounding box.
You got the collision cone based on the bounding box.
You got exactly what you asked for.
Search found 6 matches
- Wed Jul 08, 2020 12:47 pm
- Forum: 3D Programming
- Topic: Problem with TransformMesh using Physics
- Replies: 9
- Views: 9662
- Tue Jul 07, 2020 1:04 pm
- Forum: 3D Programming
- Topic: Problem with TransformMesh using Physics
- Replies: 9
- Views: 9662
Re: Problem with TransformMesh using Physics
My final thoughts, once you transform the primitive using convex hull be better option.
InitEngine3D():InitSprite():InitKeyboard()
RX.u=1280:RY.u=720
Define min_x.f, min_y.f, min_z.f
Define max_x.f, max_y.f, max_z.f
OpenWindow(0,0,0,RX,RY,"",#PB_Window_BorderLess|#PB_Window_ScreenCentered ...
InitEngine3D():InitSprite():InitKeyboard()
RX.u=1280:RY.u=720
Define min_x.f, min_y.f, min_z.f
Define max_x.f, max_y.f, max_z.f
OpenWindow(0,0,0,RX,RY,"",#PB_Window_BorderLess|#PB_Window_ScreenCentered ...
- Tue Jul 07, 2020 9:57 am
- Forum: 3D Programming
- Topic: Problem with TransformMesh using Physics
- Replies: 9
- Views: 9662
Re: Problem with TransformMesh using Physics
lets take your code and instead of 180 rotation do 90.
Look at the results.
What I see is the transformed mesh, with updated bounding box,
and a collision body calculated based on new bounding box.
InitEngine3D():InitSprite():InitKeyboard()
RX.u=1280:RY.u=720
OpenWindow(0,0,0,RX,RY,"",#PB_Window ...
Look at the results.
What I see is the transformed mesh, with updated bounding box,
and a collision body calculated based on new bounding box.
InitEngine3D():InitSprite():InitKeyboard()
RX.u=1280:RY.u=720
OpenWindow(0,0,0,RX,RY,"",#PB_Window ...
- Tue Jul 07, 2020 4:42 am
- Forum: 3D Programming
- Topic: Problem with TransformMesh using Physics
- Replies: 9
- Views: 9662
Re: Problem with TransformMesh using Physics
First a bounding box is not a collision entity.
Perhaps working with entity commands accomplishes the goal.
InitEngine3D():InitSprite():InitKeyboard()
RX.u=1280:RY.u=720
OpenWindow(0,0,0,RX,RY,"",#PB_Window_BorderLess|#PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(0),0,0,RX,RY,1,0,0,#PB ...
Perhaps working with entity commands accomplishes the goal.
InitEngine3D():InitSprite():InitKeyboard()
RX.u=1280:RY.u=720
OpenWindow(0,0,0,RX,RY,"",#PB_Window_BorderLess|#PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(0),0,0,RX,RY,1,0,0,#PB ...
- Sun Jul 05, 2020 1:59 pm
- Forum: General Discussion
- Topic: Compiler Options Dialog fails to appear
- Replies: 2
- Views: 1638
Re: Compiler Options Dialog fails to appear
I load a program.
I select compiler, compiler options.
Nothing happens.
I can display file preferences and that dialog works fine.
Solved!!
300 percent scaling (recommended) causes compiler options dialog to display center of screen,
which is ok at 100% but off screen at 300%.
Solution:
Set ...
I select compiler, compiler options.
Nothing happens.
I can display file preferences and that dialog works fine.
Solved!!
300 percent scaling (recommended) causes compiler options dialog to display center of screen,
which is ok at 100% but off screen at 300%.
Solution:
Set ...
- Sun Jul 05, 2020 1:11 pm
- Forum: General Discussion
- Topic: Compiler Options Dialog fails to appear
- Replies: 2
- Views: 1638
Compiler Options Dialog fails to appear
new user.
Is there a reason I can't see the compiler, options, dialog window?
Is there a reason I can't see the compiler, options, dialog window?