Why does the collision normals command report an impossible figure in this code? With the cube that the sphere collides with at its default rotation the collisions normals correctly reports x1, y0, z0. When the cube is rotated to a 45 degree angle, to my reckoning it should report x0.5, y-0.5, z0. Instead I get a physically impossible figure of x0.7, y-0.7, z0.
Any ideas?
Here’s the code
Any ideas?
Here’s the code
Graphics3D 800,600 SetBuffer BackBuffer() Const WALLS=1 Const BALLS=2 camera=CreateCamera() CameraRange camera,0.1,1000 CameraZoom camera,1.4 light=CreateLight(1) PositionEntity light,0,0,-500 AmbientLight 100,100,100 ball1=CreateSphere(8) PositionEntity ball1,0,0,15 EntityType ball1,BALLS wall=CreateCube() PositionEntity wall,-3,0.5,15 RotateEntity wall,0,0,45;EDIT ME OUT EntityType wall,WALLS Collisions BALLS,WALLS,2,2 While Not KeyDown( 1 ) UpdateWorld RenderWorld MoveEntity ball1,-0.01,0,0 If CountCollisions ( Ball1 ) >0 Then Text 0,0,"x "+CollisionNX#( wall,1 ) Text 0,10,"y "+CollisionNY#( wall,1 ) Text 0,20,"z "+CollisionNZ#( wall,1 ) EndIf Flip Wend