Search found 10 matches

by run
Wed Feb 05, 2014 6:13 am
Forum: Questions and Help
Topic: API question
Replies: 2
Views: 3150

Re: API question

Well after some googling I'd say 'easy' is definitely a relative term, but this is really intriguing stuff and something I was completely unaware of. If anyone else is interested here are a few links to some info A video tutorial, it's a bit old so it's missing some newer things. http://msdn.microso...
by run
Wed Feb 05, 2014 2:38 am
Forum: Questions and Help
Topic: API question
Replies: 2
Views: 3150

API question

There's something I've always been curious about in Bepu's API, when you go to an item's page in the documentation, the syntax section has not only the C# syntax, but also syntax for C++ and VB. Does that mean you can use Bepu in a C++ program, and if so, how do you go about doing that? Thanks, -Jeff
by run
Fri Mar 09, 2012 3:31 pm
Forum: General
Topic: Just FYI, source code for forks unavailable *Fixed*
Replies: 0
Views: 32164

Just FYI, source code for forks unavailable *Fixed*

Upate: Just checked and everything's working again I imagine you've noticed, but just in case you haven't; none of the source code for any of the forks is available. You'll get the following message if you attempt access. "Source control for your project is currently unavailable. Source code ca...
by run
Wed Feb 01, 2012 8:02 pm
Forum: Questions and Help
Topic: LocalInertiaTensor and LocalInertiaTensorInverse
Replies: 2
Views: 3578

Re: LocalInertiaTensor and LocalInertiaTensorInverse

I think I've sorted things out; and as always, thank you for your patience. The experiment I was working on was a first attempt to get a more accurate moment of inertia for objects attached to a constraint, since the default inertia tensor assumes rotation around the center of mass. I computed that ...
by run
Wed Feb 01, 2012 12:08 am
Forum: Questions and Help
Topic: LocalInertiaTensor and LocalInertiaTensorInverse
Replies: 2
Views: 3578

LocalInertiaTensor and LocalInertiaTensorInverse

More experiments, more questions. Setting the LocalInertiaTensor seems to have no effect on the values needed to move the object with ApplyImpulse, ApplyAngularImpulse, AngularVelocity, or AngularMomentum. I think I understand why that's true with ApplyImpulse; it's simply pushing the object and the...
by run
Thu Jan 26, 2012 6:52 pm
Forum: Questions and Help
Topic: How does Bepu compute the inertia tensor of a box?
Replies: 3
Views: 3485

Re: How does Bepu compute the inertia tensor of a box?

Ahh, now it makes sense! Thank you.

BTW that "very important huge performance gains" that happened
in the Dec 28 update to the development fork is pretty darned great.

-J
by run
Thu Jan 26, 2012 6:21 pm
Forum: Questions and Help
Topic: How does Bepu compute the inertia tensor of a box?
Replies: 3
Views: 3485

How does Bepu compute the inertia tensor of a box?

My focus has been else where for the last few months but I've recently started doing some physics experiments again. Things have going very well, but I've run into something with the inertia tensor I just don't understand. I have a square box whose width/height/depth are 1 unit with a mass of 114, g...
by run
Thu Jun 02, 2011 6:10 pm
Forum: Questions and Help
Topic: Accessing a constraint's properties
Replies: 4
Views: 4065

Re: Accessing a constraint's properties

Ahh, got it working; reading both as a vector and as individual components ! Once you explained that I didn't need to create a class, I removed the code that was confusing things and set it up in the way I thought it should work . Then looked at the error messages and got " object reference not...
by run
Thu Jun 02, 2011 4:10 pm
Forum: Questions and Help
Topic: Accessing a constraint's properties
Replies: 4
Views: 4065

Re: Accessing a constraint's properties

Vector3 was what I used initially, though I wasn't using a "Get{ }" accessor. And then I tried the individual vector3 elements like this (after I created a BallSocket joint call bjoint) float vecx = bjoint.RelativeVelocity.X; I've since tried lots of variations; with both the vector and th...
by run
Thu Jun 02, 2011 11:34 am
Forum: Questions and Help
Topic: Accessing a constraint's properties
Replies: 4
Views: 4065

Accessing a constraint's properties

Hi, I've got a very simple scene setup for testing and learning constraints. 2 cubes, one's kinematic, the other's dynamic; connected by a ballsocket joint. This works as expected, but I cannot read the ballsocket's RelativeVelocity property using a "get" accessor. If I add a "get&quo...