Thanks a lot! Is there a limitation of size for multiple objects? like 0.5 in your patch? Because as soon as i change the scale from 0.5 to small cubes (for exemple 0.3) it stop reacting. Can it be they become too small for the phys to recognize them and collide? (sorry my english)
and one additional question:
if i want a sound played with each new collision contact with the video matrix and use the @collisions 1 feature of jit.phys.world as in the jitter-examples phys.picker.impulse.maxpat file, i still get contact detections / sound with the videomatrix even if i put the tresh to 1.
if your camera is 16:9 you simply adjust the scale of the mesh and videoplane.
the 100*100 matrix was just for testing....
to follow the format we could set the mesh matrix to the good ratio (100*75 for 4:3....)
-yes if you change the jit.expr * you can change the "collisions area", but you can set "jit.expr @expr snorm in snorm" too, and only use scale message to mesh for that.
For the sound collisions may be the z scale of falling bodies needs to be decreased...
Hey Matmat or anyone else for that matter! :)
I am trying to figure out how you made the objects disappear when reaching the bottom of the screen in the patch with poly~. I see that in later patches with jit.phys.multiple they don't anymore.
you can either use a phys.ghost to detect when a phys.body is in a specific zone, or simply iterate the phys.multiple position matrix to determine if the position y value is less than some threshold.
once you have the name of the specific body instance you want to reset, you can use the "sendbody" or "sendbody_reset" message of phys.multiple, to set that specific body instance position, as demonstrated in this patch:
@Rob Thank you so much! I will try your solution. For now I am using some forces to spray the balls back up. Looks more interesting. But definitely will need the rain effect in the future :)
Now I realized something else. There seem to work with only one type of size. If you try to get the balls bigger or smaller, they don't interact with the mesh anymore. I used dp.kinect2 Do you know what gives?
I attached the patch for you to play with ;) Follow the yellow signs!