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Ok. 3DPhysic for WebGl
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[quote][b][/b] wrote: Hi niko. "But it doesn't support collisions with arbitrary polygon soups, meaning 3D worlds, right?" Nup.. for that i play using ccb collision, but they have a funny bouncing effect . In others engines you can get the collision angle in ccb i don't know how get this values... :'( Any "example" how add quartenion values to a object in ccb.. pliiiiiiis??? :) ---------------- UPDATE ------------ float Quaternion::getPitch() { return atan2(2*(y*z + w*x), w*w - x*x - y*y + z*z); } float Quaternion::getYaw() { return asin(-2*(x*z - w*y)); } float Quaternion::getRoll() { return atan2(2*(x*y + w*z), w*w + x*x - y*y - z*z); } NEW DEMO [url]https://jaime.zegpi.cl/lab/coppercube/physics3d/[/url] *grin* Now i can walk into terrain detecting collision *grin*[/quote]
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