If you write it un-personalized/non-personal, like "the human brain...", it would sound better in my opinion.Bananenfreak wrote:But there´s a Problem with your brain.
Physics EXAMPLES need a fix?
Re: Physics need a fix?
Re: Physics need a fix?
Anything in reference to "your brain" is usually always considered sarcastic and an insult in english. When a native English speaker reads your post they may still conclude that you are not trying to insult and can understand what you are saying. What you are describing is an effect of the "human brain's perception".
- Bananenfreak
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Re: Physics need a fix?
@Thade
what Bananenfreak ment was:
The human brain and not someones special brain.
Like the optical effects from M.C. Escher which makes use of the 'faults' in our brains.
Bernd
Don't know why, I'm always to late.
what Bananenfreak ment was:
The human brain and not someones special brain.
Like the optical effects from M.C. Escher which makes use of the 'faults' in our brains.
Bernd
Don't know why, I'm always to late.

Re: Physics EXAMPLES need a fix?
Thanks for the explanations
Back to physics ...
The manual (physics commands) is not very clear in many cases (actually it is hard for me to understand what is meant in many cases) - but sometimes its even confusing:
EntityFixedYawAxis(#Entity, Enable [, VectorX, VectorY, VectorZ])
Description: Change the fixed yaw axis of the entity. The default behaviour of a entity is to yaw around its own Y axis.
AttachEntityObject(#Entity, Bone$, ObjectID [, x, y, z, Pitch, Roll, Yaw])
Description: Attach an existing object to an entity bone. An object can be detached from an entity with DetachEntityObject().
In Blitz3D and all other 3d-Engines I know its Pitch Yaw Roll around x y z
And in the description of EntityFixedYawAxis I read: The default behaviour of a entity is to yaw around its own Y axis. What I find normal.
But why is it Pitch Roll Yaw in AttachEntityObject instead of Pitch Yaw Roll?

Back to physics ...
The manual (physics commands) is not very clear in many cases (actually it is hard for me to understand what is meant in many cases) - but sometimes its even confusing:
EntityFixedYawAxis(#Entity, Enable [, VectorX, VectorY, VectorZ])
Description: Change the fixed yaw axis of the entity. The default behaviour of a entity is to yaw around its own Y axis.
AttachEntityObject(#Entity, Bone$, ObjectID [, x, y, z, Pitch, Roll, Yaw])
Description: Attach an existing object to an entity bone. An object can be detached from an entity with DetachEntityObject().
In Blitz3D and all other 3d-Engines I know its Pitch Yaw Roll around x y z
And in the description of EntityFixedYawAxis I read: The default behaviour of a entity is to yaw around its own Y axis. What I find normal.
But why is it Pitch Roll Yaw in AttachEntityObject instead of Pitch Yaw Roll?
Last edited by Thade on Sun Aug 03, 2014 3:29 am, edited 1 time in total.
--------------
Yes, its an Irish Wolfhound.
Height: 107 cm; Weight: 88 kg
Yes, its an Irish Wolfhound.
Height: 107 cm; Weight: 88 kg
- Bananenfreak
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Re: Physics need a fix?
I think this is referenced the wrong way...
In the Infoline in bottom of the IDE there is Yaw on right place (Second angle Argument).
Another question:
How to handle with those additional arguments?
Here I have a code, but they don´t seem to work?!
In the Infoline in bottom of the IDE there is Yaw on right place (Second angle Argument).
Another question:
How to handle with those additional arguments?
Here I have a code, but they don´t seem to work?!
Code: Select all
;>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
;>> >>
;>> Name: 3D-Template >>
;>> >>
;>> Author: Bananenfreak >>
;>> >>
;>> Date: 03.07.2014 >>
;>> >>
;>> OS: Windows >>
;>> >>
;>> >>
;>> >>
;>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
EnableExplicit
Define.f KeyX, KeyY, MouseX, MouseY
Define nx.f, nz.f, Boost.f = 1, Yaw.f, Pitch.f
Define.i Quit, boden, mCube
Dim cubes.i(3)
#kam_0 = 0
#window = 0
#plane = 0
#planent = 0
If InitEngine3D()
Add3DArchive(#PB_Compiler_Home + "Examples/3D/Data/Textures", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home + "Examples/3D/Data/Scripts", #PB_3DArchive_FileSystem)
Parse3DScripts()
InitSprite()
InitKeyboard()
InitMouse()
OpenWindow(#window, 0, 0, 1800, 1000, "3D-Template", #PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(#window), 10, 10, 2000, 2000, 0, 10, 10, #PB_Screen_SmartSynchronization)
WorldShadows(#PB_Shadow_TextureAdditive, 200, RGB(255 * 0.2, 255 * 0.2, 255 * 0.2), 4096)
AmbientColor(RGB(255 * 0.2, 255 * 0.2, 255 * 0.2))
CreatePlane(#plane, 100, 100, 100, 100, 100, 100)
boden = GetScriptMaterial(#PB_Any, "Scene/GroundBlend")
CreateEntity(#planent, MeshID(#plane), MaterialID(boden), 0, 0, 0)
mCube = CreateCube(#PB_Any, 1)
cubes(0) = CreateEntity(#PB_Any, MeshID(mCube), #PB_Material_None, 10, 0.5, 10)
cubes(1) = CreateEntity(#PB_Any, MeshID(mCube), #PB_Material_None, 0, 1, 0)
cubes(2) = CreateEntity(#PB_Any, MeshID(mCube), #PB_Material_None, 0, 0.5, 10)
cubes(3) = CreateEntity(#PB_Any, MeshID(mCube), #PB_Material_None, 0, 0, 0)
AttachEntityObject(cubes(0), "", EntityID(cubes(1)), -1, 0, 1, 0, 45, 0)
;-Camera
CreateCamera(#kam_0, 0, 0, 100, 100)
MoveCamera(#kam_0, 0, 20, 0, #PB_Absolute)
CameraLookAt(#kam_0, 20, 0, 20)
CameraRange (#kam_0, 2, 5000)
CameraFOV (#kam_0, 90)
CameraBackColor(#kam_0, RGB(0, 0, 0))
Repeat
Repeat
Until WindowEvent() = 0
If ExamineMouse()
Yaw = -MouseDeltaX() * 0.05
Pitch = -MouseDeltaY() * 0.05
EndIf
If ExamineKeyboard()
If KeyboardPushed(#PB_Key_Up)
MoveCamera(0, 0, 0, -1 * Boost)
ElseIf KeyboardPushed(#PB_Key_Down)
MoveCamera(0, 0, 0, 1 * Boost)
EndIf
If KeyboardPushed(#PB_Key_Left)
MoveCamera(0, -1 * Boost, 0, 0)
ElseIf KeyboardPushed(#PB_Key_Right)
MoveCamera(0, 1 * Boost, 0, 0)
EndIf
EndIf
RotateCamera(0, Pitch, Yaw, 0, #PB_Relative)
RenderWorld()
FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape) Or Quit = 1
Else
MessageRequester("Error", "The 3D Engine can't be initialized", 0)
EndIf
End
Re: Physics need a fix?
Doc is wrong, it's always Pitch, Yaw, RollThade wrote: AttachEntityObject(#Entity, Bone$, ObjectID [, x, y, z, Pitch, Roll, Yaw])
Description: Attach an existing object to an entity bone. An object can be detached from an entity with DetachEntityObject().
But why is it Pitch Roll Yaw in AttachEntityObject instead of Pitch Yaw Roll?
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
Re: Physics need a fix?
That's right those arguments are used only for bones, else it can be done this way :Bananenfreak wrote: How to handle with those additional arguments?
Here I have a code, but they don´t seem to work?!
Code: Select all
AttachEntityObject(cubes(0), "", EntityID(cubes(1)))
MoveEntity(cubes(1), -1, 0, 1)
RotateEntity(cubes(1), 0, 45, 0)
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
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Re: Physics need a fix?
Oh, then this would be also a good information for the doc.Comtois wrote:That's right those arguments are used only for bones, else it can be done this way :Bananenfreak wrote: How to handle with those additional arguments?
Here I have a code, but they don´t seem to work?!Code: Select all
AttachEntityObject(cubes(0), "", EntityID(cubes(1))) MoveEntity(cubes(1), -1, 0, 1) RotateEntity(cubes(1), 0, 45, 0)