Search found 249 matches
- Mon Jul 02, 2012 10:41 am
- Forum: Questions and Help
- Topic: Creating chains using multiple DistanceJoint classes
- Replies: 13
- Views: 8683
Re: Creating chains using multiple DistanceJoint classes
Has everything been added to the space? I overlooked adding the chain links to the space, thank you :) I'm now trying to move around an anchor/kinentic entity connection using a servomechanism based mouse control: angularMotor.Settings.Servo.Goal = e.Orientation; angularMotor.Settings.Servo.SpringS...
- Sun Jul 01, 2012 11:46 pm
- Forum: Questions and Help
- Topic: Creating chains using multiple DistanceJoint classes
- Replies: 13
- Views: 8683
Re: Creating chains using multiple DistanceJoint classes
The setup is as follows: [ ] - Kinematic Anchor // game.AudioObjects[anchorA_UniqueID].Entity | | - - Dynamic Sphere Anchor Node // new Sphere(game.AudioObjects[anchorA_UniqueID].Entity.Position + (forward * linkDistance * i), 0.05f, 1f); | | [] - Dynamic Entity Anchor // game.AudioObjects[anchorB_U...
- Sun Jul 01, 2012 9:11 pm
- Forum: Questions and Help
- Topic: Creating chains using multiple DistanceJoint classes
- Replies: 13
- Views: 8683
Re: Creating chains using multiple DistanceJoint classes
Just making them heavier will force it to do more iterations before short circuiting. That has helped stability, thank you. I would like the links to behave as a chain link would do so but when I move the anchor points the middle link doesn't move. I have uploaded a video to demonstrate here: http:...
- Sun Jul 01, 2012 12:03 pm
- Forum: Questions and Help
- Topic: Creating chains using multiple DistanceJoint classes
- Replies: 13
- Views: 8683
Creating chains using multiple DistanceJoint classes
I'm attempting to create a connection between two entities using a defined number of links: Entity eA; Entity eB; DistanceJoint j; Vector3 forward = game.AudioObjects[anchorB_UniqueID].Entity.Position - game.AudioObjects[anchorA_UniqueID].Entity.Position; float linkDistance = forward.Length(); linkD...
- Sat Jun 30, 2012 4:56 pm
- Forum: Questions and Help
- Topic: Possible bug in BoundingBoxForceFieldShape class
- Replies: 2
- Views: 2387
Re: Possible bug in BoundingBoxForceFieldShape class
Ooops
Now I see. Thought I'd read it correctly too but alas no.
Now I see. Thought I'd read it correctly too but alas no.
- Sat Jun 30, 2012 10:14 am
- Forum: Questions and Help
- Topic: Possible bug in BoundingBoxForceFieldShape class
- Replies: 2
- Views: 2387
Possible bug in BoundingBoxForceFieldShape class
The 'BoundingBoxForceFieldShape' class in the source has the following method: public override IList<Entity> GetPossiblyAffectedEntities() { affectedEntities.Clear(); ForceField.QueryAccelerator.GetEntries(BoundingBox, affectedEntries); for (int i = 0; i < affectedEntries.count; i++) { var EntityCol...
- Fri Jun 29, 2012 4:28 pm
- Forum: Questions and Help
- Topic: Good teleporting method - CharacterController example
- Replies: 2
- Views: 2428
Re: Good teleporting method - CharacterController example
Ok, I'll remove the extra code. Thanks.
- Fri Jun 29, 2012 1:56 pm
- Forum: Questions and Help
- Topic: Good teleporting method - CharacterController example
- Replies: 2
- Views: 2428
Good teleporting method - CharacterController example
I'm looking to safely teleport a dynamic object from one position to another. This is what I am using based on the CharacterController method: Vector3 position = Parent.Position; position.X = value; Parent.Entity.Position = position; var orientation = Parent.Entity.Orientation; // The re-do of conta...
- Mon Jun 11, 2012 4:00 pm
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11951
Re: How can I implement better collision detection for rolli
Good point. I'll update the code to reflect that.The context of the event handler does not prevent the usage of external data.
Once again many thanks. I'll report back should I come unstuck after implementing your latest suggestions
- Mon Jun 11, 2012 3:25 pm
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11951
Re: How can I implement better collision detection for rolli
Here's what I have hooked up to the Space.Solver.Staring event: private void Solver_Starting() { int numEntities = space.Entities.Count; for (int i = 0; i < numEntities; ++i) { var o = space.Entities[i].CollisionInformation.Tag as AudioObject; if (o == null) { continue; } // Collision filtering meth...
- Mon Jun 11, 2012 2:32 pm
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11951
Re: How can I implement better collision detection for rolli
That said, could it be the CollisionResponseSettings.BouncinessVelocityThreshold is high, preventing bounces from occurring? CollisionResponseSettings.BouncinessVelocityThreshold = 1.0f Have said that it might be affected by my attempts to try and increase stability to prevent tunnelling. That proc...
- Mon Jun 11, 2012 8:51 am
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11951
Re: How can I implement better collision detection for rolli
Sorry, that slipped my mind; moving the analysis between the NarrowPhase and Solver will allow you to see the most recent contact state combined with the pre-solving velocity state. What method do I need to override to so that it is called between the NarrowPhase and Solver and get the correct stat...
- Mon Jun 11, 2012 12:08 am
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11951
Re: How can I implement better collision detection for rolli
Something could be wrong with the impulse or maybe I'm expecting incorrect values? I drop a box from a great height under the influence of gravity: I log the impact each time it makes contact with the ground. I would have thought it would have a large value for the initial contact but it returns 0? ...
- Sun Jun 10, 2012 11:27 pm
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11951
Re: How can I implement better collision detection for rolli
The dot product method doesn't appear to help filter out events. I've tried normalizing the values involved but that doesn't help either. for (int i = 0; i < numPairs; ++i) { numContacts = entity.CollisionInformation.Pairs[i].Contacts.Count; for (int ii = 0; ii < numContacts; ++ii) { Vector3 d0 = en...
- Sun Jun 10, 2012 9:22 pm
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11951
Re: How can I implement better collision detection for rolli
Excellent stuff. Thank you for the help once again