Search found 19 matches

by m.starkov
Sat May 21, 2011 2:02 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

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...
by m.starkov
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...
by m.starkov
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...
by m.starkov
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...
by m.starkov
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. ...
by m.starkov
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!
by m.starkov
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...
by m.starkov
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...
by m.starkov
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...
by m.starkov
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.
by m.starkov
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 ...
by m.starkov
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...
by m.starkov
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.
by m.starkov
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?