Whats the best way to transform a velocity to a new velocity releated to some ground normal change...
lets say you have a ball spinning on the ground, then it hits a slope and I want it start spinning up the slope with same velocity but without any bounches or something like that.
I know its possible to do it with vectors only using Cross and/or Dot, but I'm not very good with them.
Everyone I've asked so far have no idea with this one.
For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Math releated question..
-
.:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Math releated question..
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
-
Cheese
- OldUnreal Member
- Posts: 24
- Joined: Tue May 22, 2007 11:38 pm
Re: Math releated question..
I pretty much fail at math.
Should work for the velocity. (Code from RazorBlade.uc
)
I'll have to think up something for the spinning part.
Code: Select all
Velocity -= 2 * ( Velocity dot HitNormal) * HitNormal;
I'll have to think up something for the spinning part.
Currently lurking...
-
.:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Math releated question..
Ugh... but I didnt want it to bounch, just keep rolling on the ground.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
-
.:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Math releated question..
Oh Jeesus... who could have tought it was something so simple as
That X2 there made it bounch off wall smilar to "MirrorVectorByNormal( vector Vect, vector Normal );" function, but everything between 1-2 gives the bounching angle.
Code: Select all
Velocity -= ( Velocity dot HitNormal) * HitNormal;
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD