connecting jit.phys.body to in javascript

    Jan 30 2014 | 7:09 am
    i want to generate many objects which are connected to jit.phys.body objects in javascript. my code works fine, but since i set the gridshapes position and rotatexyz to the phys.bodies' position and rotatexyz in the bang-function (which is triggered by a qmetro 40), it uses a lot of cpu performance. i also tried to do a similar patch using jit.phys.multiple and (without javascript). but that's not an alternative for me, cause i want to change the x-, y- and x- scales of the objects on the fly.
    can anyone explain how to connect to jit.phys.body-objects using javascript only?
    thanks for any help!
    PS: below is my code which uses a lot of cpu-performance.
    var maxo = 250; var cside = 0.04; var cube = new Array(); var cubx = new Array(); for(var i=0;i { var r = (Math.random()*0.1)-0.05;
    cube[i] = new JitterObject("jit.phys.body","orjo-world"); cube[i].shape = "cube"; cube[i].scale = [cside, 0.1, cside]; cube[i].position = [r, r, r]; cube[i].friction = 0; cube[i].mass = 1; cube[i].restitution = 0; cube[i].damping = [0.99,1];
    cubx[i] = new JitterObject("","orjo"); cubx[i].shape = "cube"; cubx[i].shader = "orshade"; cubx[i].lighting_enable = 1; cubx[i].antialias = 1; cubx[i].scale = [cside, 0.1, cside]; cubx[i].position = cube[i].position; }
    function bang() { for(var i=0;i { cubx[i].position = cube[i].position; cubx[i].rotatexyz = cube[i].rotatexyz; } }
    function resetit() { for(var i=0;i { var r = Math.random()*0.1-0.05; cube[i].position = [r, r, r]; } }

    • Feb 03 2014 | 8:52 pm
      you can connect a phys.body to a gl.gridshape in javascript by setting the phys.body @targetname to the gl.gridshape @name;
    • Jun 09 2017 | 4:32 pm
      Hi Rob, I need the opposite, to connect a gl.gridshape @matrixoutput 1 to a phys.body @shape concave. Tried different ways without success. Any help is appriciated. Thanks!
    • Jun 09 2017 | 4:55 pm
      Hello 2k,
      You need to connect the the gl.gridshape @matrixoutput 1 and the phys.body to a gl.gridshape. This patch was made to test a bug some time ago, but shows the configuration. You can work it up in javascript if that's using Rob's info if that's your goal.
      Hope this helps.
    • Jun 09 2017 | 5:08 pm
      Thanks. I understand how it works and I have also a patch I'm porting to js. For a reason I don't know I'm not able to matrixcalc the gridshape matrix to the body in js.
    • Jun 09 2017 | 5:15 pm
      Ah, sorry. I misunderstood.
    • Jun 09 2017 | 5:51 pm
      search the Max browser for "" and open the "process-matrixout.js" file to see how to get the matrixoutput matrix name.
      send this matrix name to the phys.body like this "pbody.jit_matrix(;"
    • Jun 09 2017 | 7:07 pm
      Thanks Rob, worked perfectly!