Search found 11 matches
- Tue Jun 21, 2011 7:53 pm
- Forum: Questions and Help
- Topic: Getting CompoundBodys ShapeEntry hit by Raycast
- Replies: 7
- Views: 4776
Re: Getting CompoundBodys ShapeEntry hit by Raycast
I construct my CompoundBody from CompoundShapeEntry's and they are constructed with a BoxShape, so can Tag only my CompoundBody. Ok i'm a bit code blind, i just had to do CompoundBody.Children.indexOf(hitChild) to get the index, ok i can work with that, but it would be nice to Tag Shapes in the futu...
- Tue Jun 21, 2011 7:38 pm
- Forum: Questions and Help
- Topic: Getting CompoundBodys ShapeEntry hit by Raycast
- Replies: 7
- Views: 4776
Re: Getting CompoundBodys ShapeEntry hit by Raycast
I couldnt resist trying, so i wrote this extension class public static class CompoundBodyExtension{ public static bool InternalRayCast( this CompoundCollidable cb, Ray ray, float maximumLength, out RayHit rayHit, out CompoundChild hitChild ) { rayHit = new RayHit(); hitChild = null; var hitElements ...
- Tue Jun 21, 2011 7:00 pm
- Forum: Questions and Help
- Topic: Getting CompoundBodys ShapeEntry hit by Raycast
- Replies: 7
- Views: 4776
Re: Getting CompoundBodys ShapeEntry hit by Raycast
After some experimentation with youre code, i now get why its so complex to get that info.
I will make due with the CompundBody till the next DevVersion is out, thx.
I will make due with the CompundBody till the next DevVersion is out, thx.
- Tue Jun 21, 2011 5:55 pm
- Forum: Questions and Help
- Topic: Getting CompoundBodys ShapeEntry hit by Raycast
- Replies: 7
- Views: 4776
Getting CompoundBodys ShapeEntry hit by Raycast
As the topic states i have a compoundbody that is hit by a RayCast and it returns the CompundShape but not the ShapeEntry that was hit.
I use the current development version because in another thread there was hint that the CompoundBodys are better implemented there.
I use the current development version because in another thread there was hint that the CompoundBodys are better implemented there.
- Sat Jun 18, 2011 12:37 am
- Forum: Questions and Help
- Topic: Toolbox GetAxisAngleFromQuaternion
- Replies: 8
- Views: 5687
Re: Toolbox GetAxisAngleFromQuaternion
*googles:lollygags* *wonders*
Ah interesting, now i know whats going wrong, my distance was just 1/60 of the actual distance.
I thought AngularVelocity.x = PI should be a 180 in 1 tick but 1 tick = 1/60 .... could have guesd it
thx
Ah interesting, now i know whats going wrong, my distance was just 1/60 of the actual distance.
I thought AngularVelocity.x = PI should be a 180 in 1 tick but 1 tick = 1/60 .... could have guesd it

thx
- Fri Jun 17, 2011 11:41 pm
- Forum: Questions and Help
- Topic: Toolbox GetAxisAngleFromQuaternion
- Replies: 8
- Views: 5687
Re: Toolbox GetAxisAngleFromQuaternion
Yes youre right and i had some fun with the Servo/Spring constants but it didnt work the way i wanted, i need the user to tune those values and i dont think they can figure that out. Just one more Quesition, i just copied youre Rotator code and it didnt work outside of void IDuringForcesUpdateable.U...
- Fri Jun 17, 2011 10:47 pm
- Forum: Questions and Help
- Topic: Toolbox GetAxisAngleFromQuaternion
- Replies: 8
- Views: 5687
Re: Toolbox GetAxisAngleFromQuaternion
Jep i copied that already ;) What i try to make is a less "bouncie" rotator. I have a ship i want to turn and it needs to stop at a given position. But it can only accelerate or decelerate its angular velocity to achieve that, so it needs to "break" befor it hits the target direc...
- Fri Jun 17, 2011 10:27 pm
- Forum: Questions and Help
- Topic: Toolbox GetAxisAngleFromQuaternion
- Replies: 8
- Views: 5687
Re: Toolbox GetAxisAngleFromQuaternion
I knew that i get 2 results on the opposite side, but i thought i was in a reasonable distance to that point. I see difference at angles > Pi/2 they are small but noticable, could be something else. The point i used in my example will not flip 180 but the Z axis rotation will alternate between 0 and...
- Fri Jun 17, 2011 9:33 pm
- Forum: Questions and Help
- Topic: Toolbox GetAxisAngleFromQuaternion
- Replies: 8
- Views: 5687
Toolbox GetAxisAngleFromQuaternion
Hello, i tried to reuse youre code from the EntityRotator and there is something i dont understand about the function public static Vector3 GetAngularVelocity(Quaternion start, Quaternion end, float dt); it should return the the angular velocity between start and end so: var direction = Vector3.Norm...
- Sat Nov 06, 2010 9:57 pm
- Forum: Questions and Help
- Topic: Simultaneous Thrust
- Replies: 2
- Views: 2776
Re: Simultaneous Thrust
Thanks, i scaled everything down by 10 that did not change much .... but removing the invisible other cube from space that was there from a previous test did the trick.
So its enterly my fault, apologies.
So its enterly my fault, apologies.
- Sat Nov 06, 2010 9:05 pm
- Forum: Questions and Help
- Topic: Simultaneous Thrust
- Replies: 2
- Views: 2776
Simultaneous Thrust
Hello im trying to figure out the engine and bump into an interessting problem. Applying two impulses at the same frame produces drift. My Setup: phyBody = new Box(Vector3.Zero, 80, 100, 600,10); phyBody.AngularDamping = 0f; phyBody.LinearDamping = 0f; space.Add(phyBody); Each Frame i do: worldPosit...