This forum is a little old and stinky. I'm making it readonly in favor of github discussions!
v1: https://github.com/bepu/bepuphysics1/discussions
v2: https://github.com/bepu/bepuphysics2/discussions
The phpBB forum will remain visible for archival purposes for the foreseeable future.
Search found 4546 matches
- Wed Dec 09, 2020 2:28 am
- Forum: General
- Topic: Moving to Github Discussions!
- Replies: 0
- Views: 88857
- Mon Dec 07, 2020 6:51 pm
- Forum: Questions and Help
- Topic: How to lock rotation of an entity without using Joints?
- Replies: 2
- Views: 39090
Re: How to lock rotation of an entity without using Joints?
To lock rotation, you can set the inverse inertia tensor to all zeroes: inertia.InverseInertiaTensor = default; You can technically lock individual rows in the tensor by setting them to zero too. Be wary, this can result in unsolvable constraints sometimes. A single body constraint that used the rel...
- Thu Dec 03, 2020 6:42 pm
- Forum: Questions and Help
- Topic: [V2] Remove body issue
- Replies: 2
- Views: 20203
Re: [V2] Remove body issue
A few things: 1) The index passed into IntegrateVelocity is not a handle, but rather an index into the contiguous active set. The integrator only touches bodies that are active, so it doesn't do the handle indirection by default. If you want the handle, you'll need to look it up through the Simulati...
- Sat Nov 28, 2020 1:12 am
- Forum: Questions and Help
- Topic: [V2] Any sample for forcefield?
- Replies: 1
- Views: 19191
Re: [V2] Any sample for forcefield?
Not at the moment, but querying the broad phase for bodies with overlapping bounding boxes is a good start. Something like: var broadPhaseEnumerator = new BroadPhaseOverlapEnumerator { Pool = BufferPool, References = new QuickList<CollidableReference>(16, BufferPool) }; Simulation.BroadPhase.GetOver...
- Fri Nov 27, 2020 6:29 pm
- Forum: Questions and Help
- Topic: [v2] heightmap
- Replies: 1
- Views: 19125
Re: [v2] heightmap
I don't see a stack overflow locally; are you using latest master or the latest nuget prerelease package (2.3.0-beta10)? If I remember correctly, there was a semirecent fix to crashes with degenerate mesh input. The underlying problem is that the mesh is degenerate. All vertices have the same x and ...
- Fri Nov 27, 2020 6:18 pm
- Forum: Questions and Help
- Topic: [V1] Integration of BEPUphusics V1 To Unity
- Replies: 5
- Views: 31684
Re: [V1] Integration of BEPUphusics V1 To Unity
Using a CompoundBody (which is v1's named entity type for an entity with a CompoundShape) would work: https://github.com/bepu/bepuphysics1/bl ... iesDemo.cs
- Tue Nov 24, 2020 10:36 pm
- Forum: Questions and Help
- Topic: [V1] Integration of BEPUphusics V1 To Unity
- Replies: 5
- Views: 31684
Re: [V1] Integration of BEPUphusics V1 To Unity
Other than the standard recommendations I already mentioned (play around in the demos and look at the documentation to get a feel for how things are set up), I don't have much to add, especially with respect to unity integration. If you have a specific non-unity question, I might be able to help more.
- Mon Nov 23, 2020 2:30 am
- Forum: Questions and Help
- Topic: Manually moving statics
- Replies: 2
- Views: 19934
Re: Manually moving statics
Setting a position is equivalent to teleportation- there is no velocity component, so things will only move out of the way due to penetration recovery. If the ground teleported up a little bit (and the affected bodies are awake), they would scoot up a bit in response to get out of penetration. If th...
- Fri Nov 20, 2020 7:50 pm
- Forum: Questions and Help
- Topic: [V1] Integration of BEPUphusics V1 To Unity
- Replies: 5
- Views: 31684
Re: [V1] Integration of BEPUphusics V1 To Unity
The fixed point fork of bepuphysics1 is supposed to be cross platform deterministic, but I didn't make that fork and haven't used it so I can't offer much commentary there. I also don't use unity, so I'm of limited help- but at the core, there's not much to it. There's stuff in a simulation, you can...
- Fri Nov 20, 2020 7:21 pm
- Forum: Questions and Help
- Topic: [v1] Sphere falling through StaticMesh with CCD
- Replies: 5
- Views: 36673
Re: [v1] Sphere falling through StaticMesh with CCD
Sometimes I forget how v1 works :P It's a numerical issue caused by the small scales involved. By default, there are thresholds configured to work well with sizes ranging from 0.5 to 10. Values significantly outside that will be more likely to encounter issues. For a simulation primarily concerned w...
- Thu Nov 19, 2020 7:06 pm
- Forum: Questions and Help
- Topic: [v1] Sphere falling through StaticMesh with CCD
- Replies: 5
- Views: 36673
Re: [v1] Sphere falling through StaticMesh with CCD
When you say stepped 5 times, do you mean reduce the solvers iteration limit to 5? No, just calling Space.Update() more frequently to compensate for the lower amount of time simulated per timestep. If you're using internal timestepping (Space.Update(dt)), it'll happen automatically. The solver iter...
- Wed Nov 18, 2020 9:11 pm
- Forum: Questions and Help
- Topic: [v1] Sphere falling through StaticMesh with CCD
- Replies: 5
- Views: 36673
Re: [v1] Sphere falling through StaticMesh with CCD
If I had to guess, it's related to the size of the ball, the timestep, and the default slight softness of collisions. If it hits hard enough, the constraint may not fully eliminate all penetrating velocity in one timestep. Once the object is in contact, CCD can't help, so if enough velocity is left ...
- Wed Oct 28, 2020 10:41 pm
- Forum: General
- Topic: BEPU, have you seen this?
- Replies: 3
- Views: 44871
Re: BEPU, have you seen this?
It would probably be worth showing what's actually possible, yes Will be a while before I get to it, though- authoring real fancy content is pretty effortful!
- Wed Oct 28, 2020 5:06 pm
- Forum: General
- Topic: BEPU, have you seen this?
- Replies: 3
- Views: 44871
Re: BEPU, have you seen this?
Yup! It's pretty neat. Incidentally, bepuphysics2 has advised using substepping and lower velocity iteration counts for the same underlying reasons (since well before the paper, if I might toot my own horn :P). It's an extremely strong stabilizer and enables higher frequency responses. You could, in...
- Mon Oct 26, 2020 6:16 pm
- Forum: Questions and Help
- Topic: [V1 to v2]Friction and bounciness
- Replies: 6
- Views: 31388
Re: [V1 to v2]Friction and bounciness
There is no exact mapping of coefficient of restitution/bounciness to v2's parameters. -Damping ratio of 0 is undamped, which corresponds to a full bounce. In practice, the timestep durations necessary for real time simulation will introduce extra damping when the true version of the simulation can'...