AttackGorilla Posted August 30, 2020 Share Posted August 30, 2020 I have a player controlled node tied to a camera. That node is set to rigid body in the code. I want the rigid body to be impacted by the water mesh surface with angular physics like the standard rigid body in water mesh. However my programmed rigid body seems to be stuck using only the camera to update its rotation. I want the water mesh surface to impact the rotation as well. Here is the portion of my code in which I am attempting to have the water impact the rigid body for angular movement. Can anyone help point out where I am going wrong, or how to do it correctly? Thank you quat q; q.x = rigid.AngularVelocity.x * Game.IFps; q.y = rigid.AngularVelocity.y * Game.IFps; q.z = rigid.AngularVelocity.z * Game.IFps; q.w = 0.0f; quat orientation; orientation = playerDummy.GetWorldRotation(); q = q * orientation; orientation.x += q.x * 0.5f; orientation.y += q.y * 0.5f; orientation.z += q.z * 0.5f; orientation.w += q.w * 0.5f; orientation.Normalize(); node.SetWorldRotation(node.GetWorldRotation() * new quat(orientation)); } Link to comment
david.cambre Posted August 30, 2020 Share Posted August 30, 2020 3rd person shooter sample not able to help? Link to comment
AttackGorilla Posted August 30, 2020 Author Share Posted August 30, 2020 ;) ok I will go back and look at using the prior code you provided to me (assuming that is what you are implying). Thank you. Link to comment
david.cambre Posted September 1, 2020 Share Posted September 1, 2020 On 8/30/2020 at 3:31 PM, AttackGorilla said: ;) ok I will go back and look at using the prior code you provided to me (assuming that is what you are implying). Thank you. LOL No I actually was serious, I did not find the code in the sample. So let me know what works best. Thanks Link to comment
AttackGorilla Posted September 1, 2020 Author Share Posted September 1, 2020 I was able to program some relatively decent angular velocity movement with angular impulse and world orientation. However I did not anticipate the physics to flip my object over, which I should have known it would do. I wanted to make a boat that would still return upright and maintain some uprightness while effected by angular physics of waves. Coding in the rigidity of the object to keep it upright is beyond my programming capability. So I will most likely code in slight orientation, rocking movement changes to the object based on what direction the player moves the object Rather than water angular impulses. This won’t be true physics but it should be semi believable (hopefully). Link to comment
david.cambre Posted September 1, 2020 Share Posted September 1, 2020 When you get it working you need to show it! Link to comment
AttackGorilla Posted September 1, 2020 Author Share Posted September 1, 2020 Thanks for the help. I will definitely showcase once I am further along. I have very little free time so development is slow. Link to comment
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