... Eh? But from what I tried, the impulse seems to have the hugest problem with the direction of where the object travels after, 'cuz whenever I modify it even a bit, the entire direction will screw up in ways that I dislike strongly... According to what I read, they said that delta refers to the "offset vector" or something? Couldn't understand that bit that well either...
.applyBodyWorldImpulse(impulse:JNumber3D, delta:JNumber3D):void My code looks like this now by the way var shotPower = shotChargeNum * 5000 * stick.mass var minShot = 5000 * stick.mass var xShoot = (shotPower) * Math.sin((stick.rotationY) * Math.PI / 180.0) var zShoot = (shotPower) * Math.cos((stick.rotationY) * Math.PI / 180.0) trace(xShoot) trace(zShoot) var shootVector; shootVector = new Vector3D(xShoot / shotPower, 0, zShoot / shotPower) trace(shootVector) myCueBall.applyBodyWorldImpulse(shootVector, delta); P.S By the way, the numbers that I get from this is ENORMOUS. as in, 5-6 digits huge, 'cuz I set the mass of the stick ot a huge number because smaller masses seem to make it get pushed partially by the stick, causing the direction to deviate... On Mar 15, 11:00 am, katopz <[email protected]> wrote: > > It also appears that delta refers to the distance between the source > > of the force, and the object to be moved. > > as i remember "delta" is force direction, and you can use applyWorldImpulse > or applyBodyWorldImpulse for this > > hth > > On 15 March 2010 09:28, Novora <[email protected]> wrote: > > > > > > > I'm sorry for posting it over here, but the jiglibflash forums are > > pretty dead, and they haven't answered my question for the past week > > or so, and I REALLY need to find an answer to this... > > > Does anyone know how the .applyBodyWorldImpulse thing work? > > > I know there are two parameters needed, and they are labelled impulse, > > and delta. > > > Due to the immense lack of documentation, and the somewhat dead > > forums, I had to experiment to find out exactly what they refer to, > > and I've only got myself more confused. > > > It appears as though impulse refers to the direction vector of the > > impulse, as when I used the cosine sin method to find the x and y > > values to move, it moved in that direction. > > > It also appears that delta refers to the distance between the source > > of the force, and the object to be moved. > > > However, I can't find out exactly how to make it move faster, a.k.a > > increase the force applied to the object... The only clue I got was > > that the impulse appears to cause a difference, although when I tried > > multiplying it, the angles went haywire... > > > Can someone give me a hand, or at least direct me? I'm quite desperate > > for help. The main thing I need to know is exactly how this thing > > works, and perhaps examples if you know any. > > -- > katopzhttp://www.sleepydesign.com
