What if I've created the TriangleMesh from scratch ( a set of manually created vertices and indices) and don't have a 3D model to render as a DisplayObject?
If I create a StaticTriangleGroup, I don't see a way to render that unless I also render the 3D model used to create the StaticTriangleGroup.
Search found 19 matches
- Wed Feb 24, 2010 11:24 am
- Forum: Questions and Help
- Topic: Visually Rendering DetectorVolume?
- Replies: 3
- Views: 4076
- Wed Feb 17, 2010 3:49 am
- Forum: Questions and Help
- Topic: Visually Rendering DetectorVolume?
- Replies: 3
- Views: 4076
Visually Rendering DetectorVolume?
How can this be accomplished?
- Tue Feb 02, 2010 7:01 pm
- Forum: Questions and Help
- Topic: TriangleMesh/StaticTriangleGroup collision issues
- Replies: 11
- Views: 8574
Re: TriangleMesh/StaticTriangleGroup collision issues
For my #1, I think I had a different issue...an Entity was not translated property and was affecting physics right where my Triangle entity was located.
- Tue Feb 02, 2010 6:27 pm
- Forum: Questions and Help
- Topic: TriangleMesh/StaticTriangleGroup collision issues
- Replies: 11
- Views: 8574
Re: TriangleMesh/StaticTriangleGroup collision issues
1) I added collisionMargin of .4f to each of the (4) Triangle entities. It appears that I'm getting a Sphere of .4f radius around the center of the Triangle, because now when I fire pucks from 90deg perpendicular to the Triangle flat portion, it is bouncing off in every direction as if it is a round...
- Tue Feb 02, 2010 4:38 am
- Forum: Questions and Help
- Topic: TriangleMesh/StaticTriangleGroup collision issues
- Replies: 11
- Views: 8574
- Tue Feb 02, 2010 4:16 am
- Forum: Questions and Help
- Topic: TriangleMesh/StaticTriangleGroup collision issues
- Replies: 11
- Views: 8574
Re: TriangleMesh/StaticTriangleGroup collision issues
I think the Triangle Entity collision detection with a Cylinder Entity has some bugs. I've added the following Entities to either end of my "ice" (these will represent goal nets, 2 Triangles for sides and a 48deg sloped Box for the back of the net) Box goalBackHome = new Box(Vector3.Zero, ...
- Sun Jan 31, 2010 12:55 pm
- Forum: Questions and Help
- Topic: TriangleMesh/StaticTriangleGroup collision issues
- Replies: 11
- Views: 8574
Re: TriangleMesh/StaticTriangleGroup collision issues
Here's a video I made illustrating: http://www.gamecamportal.com/vpv.aspx?vidid=649 Also, it's important to note that I've tried variations of my "Puck" both with a simple Cylinder and with a Cylinder with 12 Spheres around the edges (to help it roll over flat and not on edge) and also wit...
- Sun Jan 31, 2010 12:18 pm
- Forum: Questions and Help
- Topic: TriangleMesh/StaticTriangleGroup collision issues
- Replies: 11
- Views: 8574
Re: TriangleMesh/StaticTriangleGroup collision issues
I can provide a video in wireframe view which will show the sizes of the triangles of my "Dome" relative to the sizes of the Cylinder Entity I'm using to shoot at the Dome.
- Sat Jan 30, 2010 7:19 pm
- Forum: Questions and Help
- Topic: TriangleMesh/StaticTriangleGroup collision issues
- Replies: 11
- Views: 8574
TriangleMesh/StaticTriangleGroup collision issues
I have a .fbx model of a glass dome. I load it as a Model obj and then will use the following code to obtain a StaticTriangleGroup: // Create a StaticTriangleGroup based upon the 3D Model to be used for physics interaction StaticTriangleGroup.StaticTriangleGroupVertex[] staticTriangleVertices; int[]...
- Mon Jan 04, 2010 11:44 pm
- Forum: Questions and Help
- Topic: Reversing LinearVelocity and LinearMomentum
- Replies: 5
- Views: 7042
Re: Reversing LinearVelocity and LinearMomentum
Still not getting anywhere. I'm even getting some weird behavior where linearVelocity might be (-2000,0,0) but internalLinearVelocity might be (2000,0,0) at the same time. My Entity simply vibrates within a very small (maybe .5f units) space back and forth when it reaches the end of my "Slot&qu...
- Sun Jan 03, 2010 6:00 pm
- Forum: Questions and Help
- Topic: Reversing LinearVelocity and LinearMomentum
- Replies: 5
- Views: 7042
Re: Reversing LinearVelocity and LinearMomentum
I appreciate the explanation, but how can I go about reversing the LinearVelocity or LinearMomentum of an Entity that is in motion?
- Sun Jan 03, 2010 5:30 pm
- Forum: Questions and Help
- Topic: Reversing LinearVelocity and LinearMomentum
- Replies: 5
- Views: 7042
Reversing LinearVelocity and LinearMomentum
I have a C# Class object called "Slot" that basically contains a MaxVector3 and MinVector3. All other objects that inherit this "Slot" object are constrained to motion along a line connecting these two Vector3 objects. When a collision with one of the endpoints of the "Slot&...
- Thu Dec 31, 2009 3:42 pm
- Forum: Questions and Help
- Topic: how to make this character
- Replies: 20
- Views: 16442
Re: how to make this character
Thanks for this, (and v.0.10.5) I'll try it out later tonight!
- Thu Dec 31, 2009 12:07 am
- Forum: Questions and Help
- Topic: how to make this character
- Replies: 20
- Views: 16442
Re: how to make this character
I tried using both linearVelocity and centerPosition properties of my Cylinder Entity.
It was better using linearVelocity, but still has quirks.
It was better using linearVelocity, but still has quirks.
- Wed Dec 30, 2009 11:43 pm
- Forum: Questions and Help
- Topic: how to make this character
- Replies: 20
- Views: 16442
Re: how to make this character
A more direct solution would be to make a special motor-like constraint that only operates on a single entity. Constraints that only operate on linear velocity are pretty simple; if I have time later today I'll see if I can whip one up as an example. This would be really helpful. I tried using 2 Ba...