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Mathproblem #37683
12/13/04 08:13
12/13/04 08:13
Joined: Nov 2004
Posts: 23
R
rub Offline OP
Newbie
rub  Offline OP
Newbie
R

Joined: Nov 2004
Posts: 23
Hi,

I´ve get two angles. One for a ball(it moves straight forwad). The second angle returns the angle of the next wall. Now the angle of the ball should be turned like a ball rolles on a buillardtable. If the balls angle = 0 and the walls 90 then the ballangle should be turned to 180, if the ballangle = 10 then it should be turned to 80. But not only at the 90° wall. The walls can get all values up to 360. How can I manage this ?

Re: Mathproblem [Re: rub] #37684
12/15/04 20:54
12/15/04 20:54
Joined: Nov 2004
Posts: 23
R
rub Offline OP
Newbie
rub  Offline OP
Newbie
R

Joined: Nov 2004
Posts: 23
Ok, it´s to difficult, so here comes my new question. How can a vector be mirrored by an other vector ? Both got the same length.

Re: Mathproblem [Re: rub] #37685
12/15/04 23:46
12/15/04 23:46
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Which version do you have? This problem would be easily solved by simply engagine the physics engine.

Further, what do you mean by "mirrored"?

Re: Mathproblem [Re: fastlane69] #37686
12/24/04 11:34
12/24/04 11:34
Joined: Jun 2003
Posts: 261
Broken Arrow ,OK
BERG Offline
Member
BERG  Offline
Member

Joined: Jun 2003
Posts: 261
Broken Arrow ,OK
i know what u mean!!! use Bounce" look it up in the manual, it will give u more details!
but if ur going to use the physics engine then the engine does that itself, no extra scripting required.

hope this helps,
Alex

Re: Mathproblem [Re: BERG] #37687
12/25/04 01:36
12/25/04 01:36
Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
Yulor Offline
Senior Developer
Yulor  Offline
Senior Developer

Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
ohh!! I get it, sort of like a brick attack deal, when it hits the wall it bounces off!

Say we have the following:

BallVector(0,3,0) <-- hit's a wall at the bottom

if (ball_hits_a_wall)
give the vector a random X and/or Z value between the values X and Y.. (this assures it doesn't just change directions)
Invert BallVector.
move it.


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