Collision normals and vectors.

Blitz3D Forums/Blitz3D Programming/Collision normals and vectors.

QuickSilva(Posted 2004) [#1]
I`m still having difficulties understanding how collision normals work. Could someone please help me and create a simple box going over a terrain and aligning to it using its colllision normals, i.e. using align to vector but also draw the collision normal on screen so that I can get a better idea of what it happening. Also can someone offer a simple to understand description of what a vector actually is.

Thanks,
Jason.


sswift(Posted 2004) [#2]
You can image a vector by imagining a 3d grid, and then imagining that one end of a vector is anchored at 0,0,0, and the other end is anchored at the location defined by the XYZ value of the vector.

You can draw a vector in 2D pretty easy too so that will help.

Draw two lines, one vertical one horizontal. Make them intersect.

Draw a line from the point of intersection to some other point.

That is a vector. If that vector is (1,1), then that vector would be pointing towards the upper left.

A normal is a vector with a length of 1. (1,1) is not a vector with a length of 1. That is the corner of a cube. A vector with a length of 1 would lie on a circle with a radius of 1 no matter which direction it points.