I was trying out the way leonidas recommended on this thread, but I’m having a hard time figuring out what’s the problem.
https://forum.playcanvas.com/t/does-hardware-instancing-support-collision/27016
for (let i = 0; i < instanceCount-1; i++) {
temp = this.pointArray[i + 1].replace('\r', '').split(' ');
var newVec = new Ammo.btVector3(this.pointObjectSize['xSize']/2, this.pointObjectSize['ySize']/2, this.pointObjectSize['zSize']/2);
var shape = new Ammo.btBoxShape(newVec);
var newTrans = new Ammo.btVector3 (temp[1], temp[2], temp[3]);
var transformDoIt = new Ammo.btTransform();
transformDoIt.setOrigin(newTrans);
var rbody = new Ammo.btRigidBody ();
rbody.setWorldTransform (transformDoIt);
rbody.setCollisionShape (shape);
var cons = rbody.getWorldTransform();
console.log(cons);
dynamicsWorld.addRigidBody(rbody);
}
I used this kind of code to make a distributed Collisions, but It doesn’t seem to work so I tried to find problems using console log, but it seems to only return some zx value and what function it can use.
r {Zx: 19609824}Zx: 19609824[[Prototype]]: g$x: ƒ r(a,c)constructor: ƒ r(a,c)getBasis: ƒ ()getOrigin: ƒ ()getRotation: ƒ ()inverse: ƒ ()op_mul: ƒ (a)setFromOpenGLMatrix: ƒ (a)setIdentity: ƒ ()setOrigin: ƒ (a)setRotation: ƒ (a)__destroy__: ƒ ()[[Prototype]]: g
Is there any way to use console with Ammo.js?