Search found 10 matches
- Fri Apr 01, 2011 10:13 am
- Forum: Questions and Help
- Topic: How do I create a body from multiple convex shapes*?
- Replies: 3
- Views: 4008
Re: How do I create a body from multiple convex shapes*?
each part is convex and I was wondering if I added a bunch of convex shapes to the same body if it would be treated concave with some degree of accuracy A CompoundShape will act concave when it has multiple convexes in it, yes. You can use the prefab entity type CompoundBody to simplify the constru...
- Thu Mar 31, 2011 11:48 am
- Forum: Questions and Help
- Topic: How do I create a body from multiple convex shapes*?
- Replies: 3
- Views: 4008
How do I create a body from multiple convex shapes*?
I'm trying to figure out how I can create a body from several parts ofa mesh which I want to combine together, each part is convex and I was wondering if I added a bunch of convex shapes to the same body if it would be treated concave with some degree of accuracy. With boxes and such I just do a new...
- Mon Mar 28, 2011 7:54 am
- Forum: Questions and Help
- Topic: Collision problem between CompoundBody and other types
- Replies: 4
- Views: 4062
Re: Collision problem between CompoundBody and other types
so wouldn't the center need to be be calculated based on the left, top, lowest, right most extreme points instead of the average of all the points? I don't really follow; imagine a single box of weight 1 at (0,0,0) and another box of weight 100 at (100,0,0). By using the weighted average, the posit...
- Mon Mar 28, 2011 3:07 am
- Forum: Questions and Help
- Topic: What's the basic 'actor' class in Bepu?
- Replies: 8
- Views: 6332
Re: What's the basic 'actor' class in Bepu?
Just one more quesiton, I'm a bit stuck with rigidtransforms. It's a bit wierd how they take in a position and a quaternion. Why not just settle for a single matrix? A single 4x4 matrix is designed specifically to work for many different kinds of common transformations. Projections, shearing, scali...
- Mon Mar 28, 2011 3:05 am
- Forum: Questions and Help
- Topic: Collision problem between CompoundBody and other types
- Replies: 4
- Views: 4062
Re: Collision problem between CompoundBody and other types
Is it the weighted average of the shapes positions or the weighted average of the shapes in the extreme ends of the body? For example if I create a line of boxes with one box at position (0,0) followed by boxes at positions (1000,0),(1001,0),(1002,0),(1003,0) the weighted average would be (801.2, 0)...
- Sun Mar 27, 2011 2:37 pm
- Forum: Questions and Help
- Topic: Collision problem between CompoundBody and other types
- Replies: 4
- Views: 4062
Collision problem between CompoundBody and other types
If I create a compound body consisting of three boxes like so: http://i.imgur.com/S80zU.png And create a 1x1 box and drop it in the box penetrates it (the box of 1x1 was created right in the center 3 units above, it fell down and ended up going through the middle box some way, you can see where it p...
- Sun Mar 27, 2011 10:43 am
- Forum: Questions and Help
- Topic: What's the basic 'actor' class in Bepu?
- Replies: 8
- Views: 6332
Re: What's the basic 'actor' class in Bepu?
oh ok awesome :) Just one more quesiton, I'm a bit stuck with rigidtransforms. It's a bit wierd how they take in a position and a quaternion. Why not just settle for a single matrix? :P So I was wondering, how does one go about converting a matrix into a position vector and a quaternion for rotation...
- Sun Mar 27, 2011 3:26 am
- Forum: Questions and Help
- Topic: What's the basic 'actor' class in Bepu?
- Replies: 8
- Views: 6332
Re: What's the basic 'actor' class in Bepu?
oh ok cool 
I haven't looked into it yet but how would I go about getting callback functions called when a contact occurs?

I haven't looked into it yet but how would I go about getting callback functions called when a contact occurs?
- Sun Mar 27, 2011 1:48 am
- Forum: Questions and Help
- Topic: What's the basic 'actor' class in Bepu?
- Replies: 8
- Views: 6332
Re: What's the basic 'actor' class in Bepu?
So are static meshs different to dynamic objects? I'm currently using the 'Entity' class for dynamic objects (haven't done much with it besides boxes so not 100% sure how flexible it is) but I'm finding StaticMesh does not inherit from it so they're not interchangable...
- Sat Mar 26, 2011 9:37 am
- Forum: Questions and Help
- Topic: What's the basic 'actor' class in Bepu?
- Replies: 8
- Views: 6332
What's the basic 'actor' class in Bepu?
Hi Guys, First of all, great work on Bepu. It's great to have properly robust 3D physics on Windows Phone devices :D Now my question is, what is the basic actor/body class in Bepu? That is to say, if I made three dynamic boxes, a static triangle mesh, and say a sphere what would their common base cl...