Here's another simple example. As you can see, some boxes seem to float in
the air (and some seem to sink into the plane... hmm I'll have to
investigate), which is due to the algorithm implemented: first a random
position is chosen. Then the closest point of contact is found. Finally
other two close points are taken to calculate the normal of the plane
passing through them, so that I can align the object's axis to it with the
Reorient_Trans macro. Thus, the first point of contact is never left, which
leads to that problem. I think I'll have to find another solution if I want
to get more realistic results... any suggestion? Should I go through all
those calculation of the mechanical momentum? I always try first the
geometrical way, because it's a lot faster (this one took about 30 seconds
to parse) and often less approximative.
TIA,
--
Jonathan.
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