Getting The Shape Rotation?
by Jay Barnson · in Torque Game Builder · 06/04/2006 (5:41 pm) · 0 replies
I'm setting a 3D Shape's angular velocity via setShapeAngularVelocity. But when I'm trying to read the resulting rotation, I'm always getting the default (starting) rotation. What's up?
I haven't dug into the engine code yet, but is the rotation provided via angular velocity a separate matrix? And if so, is there a way to access it?
While I'm at it, there's a window in the TGB editor under the "create" pane for 3D shapes... but I can't figure out how to populate it. All I can do is insert 3D objects via scripting. Is there a way to add 3D shapes to this window like I can imagemaps and animations?
I haven't dug into the engine code yet, but is the rotation provided via angular velocity a separate matrix? And if so, is there a way to access it?
While I'm at it, there's a window in the TGB editor under the "create" pane for 3D shapes... but I can't figure out how to populate it. All I can do is insert 3D objects via scripting. Is there a way to add 3D shapes to this window like I can imagemaps and animations?
About the author
Jay has been a mainstream and indie game developer for a... uh, long time. His professional start came in 1994 developing titles for the then-unknown and upcoming Sony Playstation. He runs Rampant Games and blogs at Tales of the Rampant Coyote.