Search found 7 matches

by squimball
Tue Mar 20, 2012 4:19 am
Forum: Questions and Help
Topic: Problem with Items being covered by the Terrain
Replies: 3
Views: 3176

Re: Problem with Items being covered by the Terrain

I too had an issue similar to this. My problem was the QuadTriangleOrganization. BEPU was using one way and my own custom terrain model mesh creator was doing it the other way. I am sort of a n00b at terrains, so I had no idea what was happening. LOL The easiest way I found to see if they were both ...
by squimball
Tue Mar 20, 2012 2:50 am
Forum: Questions and Help
Topic: [CODE]ModelDrawer Texture Selection
Replies: 0
Views: 31475

[CODE]ModelDrawer Texture Selection

Hello. I just thought I would post this while I was thinking about it if anyone is interested. Basically, I got tired of the random entity colors so I added this overloaded function for the ModelDrawer.cs code file. Once you add this, you can use something like ModelDrawer.Add(myEntity, 4) to specif...
by squimball
Thu Feb 23, 2012 10:58 pm
Forum: Questions and Help
Topic: [SOLVED]AngularMotor Makes Joined Entities Go Crazy
Replies: 3
Views: 3531

Re: AngularMotor Makes Joined Entities Go Crazy

^ EXCELLENT!! Works like a charm. Thanks! Here is a modified demo that includes manipulation on all 3 axes of all the joints if anyone wants it. I just wanted to test on multiple axes to make sure it would work. Sure enough! :mrgreen: AngularMotorDemo.cs using System; using System.Collections.Generi...
by squimball
Thu Feb 23, 2012 8:38 pm
Forum: Questions and Help
Topic: [SOLVED]AngularMotor Makes Joined Entities Go Crazy
Replies: 3
Views: 3531

Re: AngularMotor Makes Joined Entities Go Crazy

I should mention... By 'driven by', I mean 'their angular orientation is set by'. I'm not trying to spin these like a wheel on a car - just setting their orientations. Also, what I 'think' the main problem is... I think the way I have the entities connected, when I twist them they are getting 'pulle...
by squimball
Thu Feb 23, 2012 8:36 pm
Forum: Questions and Help
Topic: [SOLVED]AngularMotor Makes Joined Entities Go Crazy
Replies: 3
Views: 3531

[SOLVED]AngularMotor Makes Joined Entities Go Crazy

Greetings! I have a little problem that is driving me nuts. Basically, I have 4 objects joined together via ball socket joints. These 4 joints are driven by an angular motor on each one. The shape roughly resembles the ascii-art version below (a base on the bottom, 2 'legs', and a top on the top). T...
by squimball
Sun May 08, 2011 5:49 am
Forum: Questions and Help
Topic: Get Current Angle Of Revolute Joint
Replies: 2
Views: 2974

Re: Get Current Angle Of Revolute Joint

You are most awesome! Works perfect for my situation. :D Here's how I did it btw.. Vector3 A = entity1.MotionState.OrientationMatrix.Forward; Vector3 B = entity2.MotionState.OrientationMatrix.Forward; double angle = Math.Acos(Vector3.Dot(A, B)); Thanks!!!!!!!!
by squimball
Sat May 07, 2011 9:41 pm
Forum: Questions and Help
Topic: Get Current Angle Of Revolute Joint
Replies: 2
Views: 2974

Get Current Angle Of Revolute Joint

Greetings! I have been trying my best to not post this question here, but I have spent the better part of a week trying to figure this out. I've looked through most of this forum and some come close to answering it, but not really. Also, please note that I am sort of a beginner at 3D physics stuff, ...