Bad trig functions
by Jake Vinson · in Torque Game Builder · 08/10/2005 (10:26 pm) · 3 replies
Yikes... I thought if I deleted my post, it'd get rid of the whole thing, including your responses.
Sorry, I'm still a newbie and didn't mean to waste anyone's time. I was just a little alarmed to see scientific notation (I'm used to seeing really long strings of decimals in development). And the fact that it was so close to 0 appears to be a side effect of converting pi into a decimal with less precision.
Again, sorry about this!
PS - I didn't know that setCollisionPolyPrimitive(edgeCount) existed! That'll save some time, thanks!
Sorry, I'm still a newbie and didn't mean to waste anyone's time. I was just a little alarmed to see scientific notation (I'm used to seeing really long strings of decimals in development). And the fact that it was so close to 0 appears to be a side effect of converting pi into a decimal with less precision.
Again, sorry about this!
PS - I didn't know that setCollisionPolyPrimitive(edgeCount) existed! That'll save some time, thanks!
About the author
#2
08/10/2005 (10:40 pm)
Out of curiosity, why not use the setCollisionPolyPrimitive(edgeCount) that's part of the fxSceneObject2D? This and setCollisionScale(widthScale/heightScale) give you full control over the size and complexity of just such a round collision map, unless you need it off-center.
#3
08/11/2005 (8:07 am)
No problem. No issues here... move along!
Torque Owner Jason Cahill
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