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To be
honest, there's not enough to go on here. Forget for a minute the fact you're
doing this in Java3D, or on a computer, and get some pencil and paper out.
All it will come down to is working out the distance and the angle between your
object's pointing direction, and the wall, and then use sin(theta) =
opposite/hypotenuse, cos(theta) = adjacent/hypotenuse and wot-not. This will
enable you to get the coordinates of the sphere impact point, in the two
axes of the 2D wall surface, and hence display it at the right
position.
I can
do the math for you if it's a problem, but not without a diagram of your setup,
along with the global and relative coordinate axes for your
objects.
Lewis.
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Title: Message
- [JAVA3D] Getting the rotation value Richard Bone
- Lewis Walker
