I just don't understand...
Leave the code running for a few seconds and tell why the box just
keep rebounding stupidly until it gets into the hole... WHY just
can't get freeze as it would happen in any simple simulation...
... WHY just can't it remains OUT of the animated bodies...
I believe this has nothing to do with the Sweenie's wrapper, but
with Toka ... Why would care releasing a lib with just a ridiculous bug,
this is not even a complex simulation ... :(
Please tell me I'm wrong... WHAT THE HELL IS HAPPENING???
Thanks
Paolo.
Leave the code running for a few seconds and tell why the box just
keep rebounding stupidly until it gets into the hole... WHY just
can't get freeze as it would happen in any simple simulation...
... WHY just can't it remains OUT of the animated bodies...
I believe this has nothing to do with the Sweenie's wrapper, but
with Toka ... Why would care releasing a lib with just a ridiculous bug,
this is not even a complex simulation ... :(
Please tell me I'm wrong... WHAT THE HELL IS HAPPENING???
Graphics3D 640,480,16,2 Const FPS=60 AmbientLight 50,50,50 l=CreateLight(2) PositionEntity l,-5,5,-5 LightRange l,15 cam=CreateCamera() PositionEntity cam,0,3,-8 ;TOKA TOKSIM_CreateSimulator(0,-10,0) ;Anim bodie: ab_vis=CreateMesh() ab=TOKAB_Create() geo=TOKAB_AddBox(ab,10,.5,10) vis=CreateCube():ScaleMesh vis,5,.25,5:AddMesh vis,ab_vis:FreeEntity vis geo=TOKAB_AddBox(ab,2,6,10) TOKGEOM_SetPositionAndRotation geo,2,3,0,0,0,0 vis=CreateCube():ScaleMesh vis,1,3,5:PositionMesh vis,2,3,0:AddMesh vis,ab_vis:FreeEntity vis geo=TOKAB_AddBox(ab,2,2,10) TOKGEOM_SetPositionAndRotation geo,-2,1,0,0,0,0 vis=CreateCube():ScaleMesh vis,1,1,5:PositionMesh vis,-2,1,0:AddMesh vis,ab_vis:FreeEntity vis ;Rigid bodie: rb_vis=CreateCube() ScaleMesh rb_vis,1.5,1,1.5 EntityColor rb_vis,255,0,0 rb=TOKRB_Create() TOKRB_AddBox rb,3,2,3 TOKRB_SetPosition rb,-.75,4,0 TOKRB_SetLinearDamping rb,.002 TOKRB_SetAngularDamping rb,.01 TOKRB_SetMass rb,5 TOKRB_SetBoxInertiaTensor rb,3,2,3,5 ;_------------------------------ period=1000/FPS time=MilliSecs()-period While Not KeyDown(1) ;------ FPS Counter ---------- fps_count=fps_count+1:fps_timer=fps_timer+(MilliSecs()-fps_millis):fps_millis=MilliSecs() If fps_timer>1000:fps_timer=0:fpsc=fps_count:fps_count=0:EndIf ;--------------------------------------- Repeat elapsed=MilliSecs()-time Until elapsed ;how many 'frames' have elapsed ticks=elapsed/period ;fractional remainder tween#=Float(elapsed Mod period)/Float(period) For k=1 To ticks time=time+period If k=ticks Then CaptureWorld TOKSIM_Advance(1.5/FPS,3) If KeyHit(57) TOKRB_SetPosition rb,-.75,4,0 TOKRB_SetRotation rb,0,0,0 EndIf If KeyHit(17) w=Not w WireFrame w UpdateWorld PositionEntity rb_vis,TOKRB_GetX(rb),TOKRB_GetY(rb),TOKRB_GetZ(rb) RotateEntity rb_vis,TOKRB_GetPitch(rb),TOKRB_GetYaw(rb),TOKRB_GetRoll(rb) Next RenderWorld tween Text 20,20,"Hit Space to reset" Text 20,35,"W to wireframe" Text 10,50,"FPS: "+fpsc Flip Wend MoveMouse 400,300:End ;---------------------------
Thanks
Paolo.