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jPCT-AE - a 3d engine for Android => Support => Topic started by: Wolf17 on February 24, 2013, 08:44:03 am
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Hello!
I have a problem in rotating my 3d box object in proportional to the jbox2d physics engine's box rotation. The rotation and translation of the physics shape is correct and my 3d box's translation are correct.But I'm messing with the rotation of my 3d box along its axis. It keeps rotating even if the rotation of the physics object has stopped and even rotates unrealistically fast or slow any time. I have never used a physics engine before so maybe I am doing it in the wrong way. Can anybody tell me how to make it proportional.
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Are you using rotateMesh()? If so, don't do it. If not, just post the section of your code that does the rotation.
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hello Egon!
I have Solved the problem Sir. Previously I was using obj3d.rotateZ(physicsangle) in the game loop .I solved it simply by using the object3d's rotation matrix to get updated in game loop by setting it with the radians of physics update
Matrix mat=rov.getRotationMatrix();
mat.set(0,0 , -((float) Math.cos(angle)));
mat.set(0,1 ,((float) Math.sin(angle)));
mat.set(1,0 , -(float) Math.sin(angle));
mat.set(1,1 , -(float)Math.cos(angle));
rov.setRotationMatrix(mat);
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