Search found 4293 matches

by Norbo
Mon Jun 24, 2019 12:55 am
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 52
Views: 620

Re: Bepu v2 Character Controllers

Surely that should be enough to overpower the vertical force...right? I'm still not seeing anything happen, no upwards movement at all. How about downwards movement? :P https://github.com/bepu/bepuphysics2/commit/1f2bc4583df038b2805825d24ced659f97fa26d1 The LinearAxisMotor.TargetVelocity had an uni...
by Norbo
Sun Jun 23, 2019 11:40 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 52
Views: 620

Re: Bepu v2 Character Controllers

new MotorSettings(100, 1) A softness of 1 is extremely soft. Softness is equivalent to the inverse damping for a motor. Higher softness values allow the constraint to be violated more. Zero is perfectly rigid. If you want a pretty rigid response, try values near zero like 0.001. Also, note that the...
by Norbo
Sun Jun 23, 2019 10:53 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 52
Views: 620

Re: Bepu v2 Character Controllers

I may have understood how these are designed to work. I assumed that the local offsets defined the start and end of the "ladder". So if I wanted a ladder to go from -4 to 5 (in local space), I would set them up like I did. Is that wrong? The local offsets describe the offset from each body to their...
by Norbo
Sun Jun 23, 2019 9:57 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 52
Views: 620

Re: Bepu v2 Character Controllers

a link to a demo that deals with PointOnLineServos specifically The PointOnLineServo is used in the CarDemo for wheel suspensions and in the ConstraintTestDemo for isolated tests. Do the bodies need to be within a certain distance of each other in order to be able to link up with the constraint? No...
by Norbo
Fri Jun 21, 2019 11:16 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 52
Views: 620

Re: Bepu v2 Character Controllers

Performance-wise, are there any I should use over others when possible or is the difference negligible? Unless you've got thousands of them, it'll probably be hard to measure the difference. I suspect the PointOnLineServo/LinearAxisServo combo would be very slightly slower than BallSockets due to b...
by Norbo
Thu Jun 20, 2019 8:44 pm
Forum: Questions and Help
Topic: Velocity damping
Replies: 5
Views: 70

Re: Velocity damping

Constraints are useful when you want a high level of robustness during interactions with other constraints and collisions. A heavy door with a very rusty hinge that requires a large amount of force to overcome is a good use case, since the hinge's resistance is large enough to meaningfully interact ...
by Norbo
Wed Jun 19, 2019 10:06 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 52
Views: 620

Re: Bepu v2 Character Controllers

In terms of adding ladder support to the controller, I'm wondering if it's possible to make a certain body climbable for the character no matter the angle...basically to allow the controller to use it as a support even if it's vertical or on a slight overhang. Is something like this possible? If yo...
by Norbo
Wed Jun 19, 2019 9:30 pm
Forum: Suggestions
Topic: [Bepu2] IPoseInegratorCallbacks-IntegrateVelocity-bodyIndex
Replies: 1
Views: 23

Re: [Bepu2] IPoseInegratorCallbacks-IntegrateVelocity-bodyIndex

Across v2, the term "index" refers to the current location in memory within whatever buffer is relevant. So in this case, index is the correct term. The pose integrator iterates over all bodies in the contiguous active set, so the index is the most directly useful value. "Handle" refers to the ident...
by Norbo
Wed Jun 19, 2019 12:50 am
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 52
Views: 620

Re: Bepu v2 Character Controllers

A couple of notes: 1) If the character.ViewDirection is not on the horizontal plane, that version will create a _worldMovementDirection which is not on the horizontal plane. In the CharacterDemo version, a second cross product is used to complete the horizontal basis. 2) The airAcceleration needs to...
by Norbo
Mon Jun 17, 2019 10:20 pm
Forum: Questions and Help
Topic: [Bepu 2] Deleting stacked objects.
Replies: 1
Views: 29

Re: [Bepu 2] Deleting stacked objects.

I can't reproduce this in the demos without setting the BodyActivityDescription to extremely aggressive values such that the stack falls asleep before it can accelerate due to gravity. Notably, removing a body already forces the associated island awake, and removing a static forces all bodies touchi...
by Norbo
Mon Jun 17, 2019 9:55 pm
Forum: Questions and Help
Topic: Velocity damping
Replies: 5
Views: 70

Re: Velocity damping

Yup, that's exactly right. Notably, the only distinction by convention between a 'normal' constraint like BallSocket (which has a position goal) and a 'servo' is that servo types tend to also have a ServoSettings value that offers more control. Constraints like BallSocket omit that parameter as an o...
by Norbo
Mon Jun 17, 2019 9:52 pm
Forum: Questions and Help
Topic: [Bepu2] Moving platform
Replies: 2
Views: 41

Re: [Bepu2] Moving platform

Two things likely happening: 1) v1 split friction into kinetic versus static. Static tended to be higher, so unmoving objects (relative to the support) slid less. 2) v1 arbitrarily boosted inertia tensors by default, making them less prone to rolling. So what you are observing is expected behavior. ...
by Norbo
Sat Jun 15, 2019 5:50 pm
Forum: Questions and Help
Topic: Velocity damping
Replies: 5
Views: 70

Re: Velocity damping

OneBodyAngularMotor with a target velocity of zero sounds like it would do the trick. Notably, the "softness" parameter in MotorSettings is equivalent to the inverse damping constant. For cases where the door is attached to another body and you want the damping forces to correctly propagate, the Ang...
by Norbo
Fri Jun 14, 2019 9:53 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 52
Views: 620

Re: Bepu v2 Character Controllers

I added a little example to the CharacterDemo showing one possible implementation: https://github.com/bepu/bepuphysics2/commit/3b790c292bd63567e919e0a0bcfc2f67376d5c73 (The pseudocode snippet I posted earlier had a sleepygoof- the target velocity should not be clamped against zero, the change should...
by Norbo
Fri Jun 14, 2019 9:09 pm
Forum: Questions and Help
Topic: OneBodyLinearServo does not seem to pull Body all the way to Target
Replies: 2
Views: 42

Re: OneBodyLinearServo does not seem to pull Body all the way to Target

For greater stiffness, you'll need to use a higher frequency on the SpringSettings. Try using spring settings of 30hz frequency and a damping ratio of 1. Higher frequencies make the spring more rigid, but be careful about pushing it higher than ~half your timestepping rate. (For example, a time step...