Search found 14 matches

by Shadow0144
Sun May 27, 2012 4:08 pm
Forum: Questions and Help
Topic: Collision Groups
Replies: 6
Views: 4409

Re: Collision Groups

Is it possible that my meshs, which don't check against each other because they aren't dynamic, would begin checking against each other when added to a group? It's possible. Kinematic entities belong to the CollisionRules.DefaultKinematicCollisionGroup by default which has a rule of NoBroadPhase wi...
by Shadow0144
Sat May 26, 2012 10:23 pm
Forum: Questions and Help
Topic: Collision Groups
Replies: 6
Views: 4409

Re: Collision Groups

Is it possible that my meshs, which don't check against each other because they aren't dynamic, would begin checking against each other when added to a group? Also, is symmetric? Like esxolusProjectileGroup = new CollisionGroup(); CollisionGroupPair pairEP = new CollisionGroupPair(esxolusProjectileG...
by Shadow0144
Sat May 26, 2012 5:51 pm
Forum: Questions and Help
Topic: Collision Groups
Replies: 6
Views: 4409

Re: Collision Groups

Nope, no specific or personal rules, I'm only using the groups. But the groups seem to be creating tremendous amounts of lag instead of being helpful. All the groups I use, I have them ignore BroadPhase, so I figured this should make them faster. It's laggier than without the groups. I'm using them ...
by Shadow0144
Thu May 24, 2012 4:09 am
Forum: Questions and Help
Topic: Collision Groups
Replies: 6
Views: 4409

Collision Groups

Hi, I'm trying to use the collision groups to get my lasers to just ignore each other, but it seems they aren't working like how I expect them to. if (!collisionSet) { projectileGroup = new CollisionGroup(); CollisionGroupPair pair = new CollisionGroupPair(projectileGroup, projectileGroup); Collisio...
by Shadow0144
Tue Apr 24, 2012 9:27 pm
Forum: Questions and Help
Topic: Collision Rules and Ignoring Collisions
Replies: 9
Views: 9702

Re: Collision Rules and Ignoring Collisions

I'm only using the Sphere, Box (well, not actually using it, but I do have it in the engine), and MobileMesh and they don't seem to have a CollisionRules.AddRule. I can find a ((Sphere)detectionSphere.getPhysicsCollider()).CollisionInformation.CollisionRules.Specific.Add() but it doesn't seem to tak...
by Shadow0144
Sun Apr 22, 2012 7:23 pm
Forum: Questions and Help
Topic: Collision Rules and Ignoring Collisions
Replies: 9
Views: 9702

Collision Rules and Ignoring Collisions

Hello, I know there's a bit of a guide on how to use the collision rules to avoid checking some collisions, but I guess I'm still rather confused on how to use it. Specifically I want to create turrets and place them on our ship. The ship has a collision mesh and the turrets will have spheres. I wan...
by Shadow0144
Sun Mar 25, 2012 11:52 pm
Forum: Questions and Help
Topic: Collision Mesh and Model Mesh A Bit Off
Replies: 14
Views: 8770

Re: Collision Mesh and Model Mesh A Bit Off

An Entity only has a rigid transform (Position and Orientation). The entity's Position and Orientation bring the MobileMeshShape from its shape local space into world space. ("Shape local space" includes the affine transform applied to the mesh vertex data, and the recentering translation...
by Shadow0144
Sun Mar 25, 2012 2:57 am
Forum: Questions and Help
Topic: Collision Mesh and Model Mesh A Bit Off
Replies: 14
Views: 8770

Re: Collision Mesh and Model Mesh A Bit Off

Do you know what I might be doing wrong? Setting the Position causes it to not work; the WorldMatrix also doesn't work either. The initial AffineTransform is just applied to the vertex data when building the shape. Recentering will occur on the post-transformed vertices to bring everything into loc...
by Shadow0144
Sun Mar 25, 2012 12:12 am
Forum: Questions and Help
Topic: Collision Mesh and Model Mesh A Bit Off
Replies: 14
Views: 8770

Re: Collision Mesh and Model Mesh A Bit Off

Hey, actually I just had two more questions. Turns out the new AffineTransform(_rotation, _position) works perfectly fine, and I don't need to do anything with local space. It's centered and everything already. The problem seems to stem from trying to move it. It'd be great if I could just give it a...
by Shadow0144
Sat Mar 24, 2012 5:30 am
Forum: Questions and Help
Topic: Collision Mesh and Model Mesh A Bit Off
Replies: 14
Views: 8770

Re: Collision Mesh and Model Mesh A Bit Off

Is this correct? The graphic would align, but then the center of mass will not be physical. It will rotate around the model's origin instead. That's fine, I'd rather it rotated around its Maya center. Also, thanks for the demo. Hopefully I can get it working so I can see if everything's correct. Th...
by Shadow0144
Sat Mar 24, 2012 5:08 am
Forum: Questions and Help
Topic: Collision Mesh and Model Mesh A Bit Off
Replies: 14
Views: 8770

Re: Collision Mesh and Model Mesh A Bit Off

The fact that the StaticMesh is not an entity may not fit well into your existing classes. The StaticMesh is not an Entity, and so is incapable of motion. If you want to keep a unified architecture with the expectation that there will be mobile meshes, then going with the MobileMesh would be okay, ...
by Shadow0144
Sat Mar 24, 2012 4:34 am
Forum: Questions and Help
Topic: Collision Mesh and Model Mesh A Bit Off
Replies: 14
Views: 8770

Re: Collision Mesh and Model Mesh A Bit Off

Ah, thank you! A MobileMeshShape is an actual mesh, composed of triangles. Note that it's generally good idea to use an approximation instead of a mobile mesh; approximations are generally quite a bit faster. Also, if the mesh never moves, use StaticMesh instead. I tried that and I want to use the S...
by Shadow0144
Sat Mar 24, 2012 4:24 am
Forum: Questions and Help
Topic: Collision Mesh and Model Mesh A Bit Off
Replies: 14
Views: 8770

Re: Collision Mesh and Model Mesh A Bit Off

Also, is there a way to draw the ConvexHull?

And what's the difference between the ConvexHull and MobileMeshShape?
by Shadow0144
Sat Mar 24, 2012 3:56 am
Forum: Questions and Help
Topic: Collision Mesh and Model Mesh A Bit Off
Replies: 14
Views: 8770

Collision Mesh and Model Mesh A Bit Off

Hello, I'm trying to just make use of the mesh collision features of the engine, but I seem to be having problems getting the collider to match up with the model. I'm making a space game and I just need meshes for the giant, static ships. private ConvexHull meshCollider; public CollisionMesh(Model _...