I'm agree,
default stiffness holds better.
But anyway under the same conditions Hinge holds much better than Swivel with twist limit set to min=0, max=0.
May be it is supposed to be so. I'm just wondering why...
Search found 19 matches
- Sat May 21, 2011 2:02 am
- Forum: Questions and Help
- Topic: SwivelHingeJoint can be wrenched out of its limits
- Replies: 6
- Views: 5699
- Sat May 21, 2011 12:21 am
- Forum: Questions and Help
- Topic: Collision Rules for RayCast only
- Replies: 3
- Views: 3189
Re: Collision Rules for RayCast only
Hi Norbo, Thanks for your answer. I was suggesting the same but BroadPhaseEntry name confused me to thinking that it might be not available because broad phase is disabled for the entity. It is nice to hear that it is not so. >> the BroadPhaseEntry is actually an EntityCollidable ... If you just nee...
- Sat May 21, 2011 12:12 am
- Forum: Questions and Help
- Topic: SwivelHingeJoint can be wrenched out of its limits
- Replies: 6
- Views: 5699
Re: SwivelHingeJoint can be wrenched out of its limits
Hi Norbo, Unfortunate guy is looking good without external forces. However if we will do something like that (right in the demo): public static Entity lowerArm; public static CompoundBody torso; protected override void Update(GameTime gameTime) { if (hand != null) { Vector3 imp = Vector3.One * 5 - l...
- Fri May 20, 2011 7:45 pm
- Forum: Questions and Help
- Topic: SwivelHingeJoint can be wrenched out of its limits
- Replies: 6
- Views: 5699
Re: SwivelHingeJoint can be wrenched out of its limits
Having code as following eleminates the possibility of wrenching out of the plane however this does not solve the problem because -0.2f * Pi and 0.2f * Pi limits does not work in this case. Also it is observed that hinge joint behaves much more stable while Swivel joint is like a bit loose. sjoint_l...
- Fri May 20, 2011 7:24 pm
- Forum: Questions and Help
- Topic: SwivelHingeJoint can be wrenched out of its limits
- Replies: 6
- Views: 5699
SwivelHingeJoint can be wrenched out of its limits
Hi again, I'm tring to use SwivelHingeJoint between body and arm and it seems like it is working not as expectable. Please see the pictures: (Doll looks to +Z, Up is Y, X to the Right side - left for the doll) 1.PNG Right arm (which is at the left side of the picture) is using ordinary hinge joint. ...
- Fri May 20, 2011 4:58 pm
- Forum: Questions and Help
- Topic: Axes provided to the joint transform are not perpendicular
- Replies: 2
- Views: 2808
Re: Axes provided to the joint transform are not perpendicul
It seems the issue is gone.
Thank you so much!
Thank you so much!
- Fri May 20, 2011 2:13 pm
- Forum: Questions and Help
- Topic: Collision Rules for RayCast only
- Replies: 3
- Views: 3189
Collision Rules for RayCast only
Hi, Could one please advise on the following questions? Is it possible to set some collision rule for a body to exclude it from any physics calculations except participating in the Ray Cast checks? It is needed in case if we are not interested in checking collisions between some multiple objects how...
- Thu May 19, 2011 2:23 pm
- Forum: Questions and Help
- Topic: Axes provided to the joint transform are not perpendicular
- Replies: 2
- Views: 2808
Axes provided to the joint transform are not perpendicular
Hi, I'm getting "The axes provided to the joint transform are not perpendicular. Ensure that the specified axes form a valid constraint." when trying to create a SwivelHingeJoint. As I understand axis determine process is fully incapsulated inside the SwivelHingeJoint constructor. Thus I c...
- Mon May 16, 2011 11:03 am
- Forum: Questions and Help
- Topic: Can't include BEPU library into WindowsPhoneGame Application
- Replies: 2
- Views: 2605
Re: Can't include BEPU library into WindowsPhoneGame Applica
Oh yes,
It is so.
Thank you!
Sorry
It is so.
Thank you!
Sorry
- Sun May 15, 2011 1:39 am
- Forum: Questions and Help
- Topic: Can't include BEPU library into WindowsPhoneGame Application
- Replies: 2
- Views: 2605
Can't include BEPU library into WindowsPhoneGame Application
Hi, Sorry in advance if it is out of scope of this forum. However I believe that it is supposed to be in scope. When I'm creating just new Windows Phone Game application (XNA 4) in VS 2010 Express I'm getting the following strange behavior. When I'm adding the reference to BEPU library and then putt...
- Sun May 15, 2011 1:09 am
- Forum: Questions and Help
- Topic: NaN error inside GetLocalExtremePointWithoutMargin
- Replies: 13
- Views: 8485
Re: NaN error inside GetLocalExtremePointWithoutMargin
Yes, rescaling it seems to be solved the problem.
- Mon May 09, 2011 7:41 am
- Forum: Questions and Help
- Topic: NaN error inside GetLocalExtremePointWithoutMargin
- Replies: 13
- Views: 8485
Re: NaN error inside GetLocalExtremePointWithoutMargin
Thank you Norbo, I've got the point. There is just one question regarding this. I'm not fully sure that is the full scope of these scales issues... what if we will have normally scaled objects (0.5-10) however placed with large distances between them (let say two cities in airsimulator). Will these ...
- Sun May 08, 2011 11:23 pm
- Forum: Questions and Help
- Topic: NaN error inside GetLocalExtremePointWithoutMargin
- Replies: 13
- Views: 8485
Re: NaN error inside GetLocalExtremePointWithoutMargin
Ok, Don't think my stuff costs something at this point. I'm uploading compilable project for VS 2010 Express (XNA 4). Please don't forget to put the dll to "External" folder (removed due to file size restrictions). If you will have nothing in two-five minutes then just restart it. Almost 1...
- Sun May 08, 2011 2:45 pm
- Forum: Questions and Help
- Topic: NaN error inside GetLocalExtremePointWithoutMargin
- Replies: 13
- Views: 8485
Re: NaN error inside GetLocalExtremePointWithoutMargin
Does anybody knows is there a method of disabling NaNs?
I mean to make system reporting on division by zero immediately.
I mean to make system reporting on division by zero immediately.
- Sun May 08, 2011 2:29 pm
- Forum: Questions and Help
- Topic: NaN error inside GetLocalExtremePointWithoutMargin
- Replies: 13
- Views: 8485
Re: NaN error inside GetLocalExtremePointWithoutMargin
I've found that Box shape have non-zero collision margin attribute but triangle shape does not (all its radiuses are also zero).
May be I have not initialized something?
May be I have not initialized something?