Is this for something like pool?
You might be able to use a 2D physics engine to get this working. APE is really
easy to pick up and run with, and Box2D has a pretty good feature set, though
the API could certainly be improved.
On Sun, 14 Mar 2010 21:10:45 -0600, Novora <[email protected]>
wrote:
... 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
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