That's it norbo!
With MobileMeshSolidity.Solid all my calculations are as I expected.
Many thank's!
Search found 17 matches
- Sun Dec 08, 2013 8:42 am
- Forum: Questions and Help
- Topic: Inertia of each axis
- Replies: 9
- Views: 8955
- Thu Dec 05, 2013 2:02 pm
- Forum: Questions and Help
- Topic: Inertia of each axis
- Replies: 9
- Views: 8955
Re: Inertia of each axis
Hello Norbo. First let me say thank you for the great support. Unfortunately, untill now, I was not able to calculate the inertia. I attached a small example, in which I calculate the InertiaTensor of the same body (200 x 10 x 1) in three different ways. 1. of a Box 2. of a MobileMesh 3. of a Compou...
- Sun Dec 01, 2013 4:40 pm
- Forum: Questions and Help
- Topic: Inertia of each axis
- Replies: 9
- Views: 8955
Re: Inertia of each axis
I realized something interesting. A body just rotates smoothly if the rotation axis is one of it's principal axis of inertia. If not, the body begins to wobble. Maybe this means, it's not possible to calculate the inertia of an axis other than a principal axis of inertia... That's just a assumption....
- Sun Dec 01, 2013 3:18 pm
- Forum: Questions and Help
- Topic: Inertia of each axis
- Replies: 9
- Views: 8955
Re: Inertia of each axis
While it's true that the principal axes are not aligned with the global axes in general, performing that calculation should still get the scalar moment of inertia around the given axis properly. As you told, to get the Inertia of the global x-axis I can just perform this calculation: Ia = aT * I * ...
- Fri Nov 29, 2013 10:54 am
- Forum: Questions and Help
- Topic: Inertia of each axis
- Replies: 9
- Views: 8955
Re: Inertia of each axis
Thank you norbo for your great detailed answer. I think I understand your explanations. But there's still something I don't know how to handle. I have a ConvexHullShape. I'd like to know the inertia on the x-axis in the global coordinate system . First I thoght thats easy. Just take the vector (1,0,...
- Thu Nov 28, 2013 3:49 pm
- Forum: Questions and Help
- Topic: Inertia of each axis
- Replies: 9
- Views: 8955
Inertia of each axis
Is it possible to decompose the InertiaTensor to the inertia of each axis? Maybe I missunderstand the InertiaTensor. I'd like to know which axis can rotate the object easiest (X, Y or Z). So I thought I could decompose the InertiaTensor to the moment of inertia of each axis. Afterwards I just look f...
- Tue Nov 26, 2013 9:31 am
- Forum: Questions and Help
- Topic: Center of gravity
- Replies: 1
- Views: 3574
Center of gravity
I'd like to calculate the center of gravity. I already found the calculation of the center of mass: http://www.bepu-games.com/forum/viewtopic.php?f=4&t=2067&p=12148&hilit=center+of+gravity#p12148 Unfortunately my entity has no mass, nor a volume. It's just a collection of plane MobileMes...
- Wed Nov 13, 2013 7:59 am
- Forum: Questions and Help
- Topic: The Exception:Point set is degenerate
- Replies: 7
- Views: 6774
Re: The Exception:Point set is degenerate
I just downloaded the latest Version (commit e2ffc7834e35). I still get the exception. It's not that bad to me. It's more important to know, that MobileMesh is the way a volumeless freeform has to be created. It's also possible that I'm doing something wrong. The callstack is: new MobileMesh() new M...
- Tue Nov 12, 2013 6:56 am
- Forum: Questions and Help
- Topic: The Exception:Point set is degenerate
- Replies: 7
- Views: 6774
Re: The Exception:Point set is degenerate
But the MobileMesh also throws the Exception "Point set is degenerate; convex hulls must have volume." if it has no volume. Maibe I'm doing something wrong.
- Mon Nov 11, 2013 2:08 pm
- Forum: Questions and Help
- Topic: The Exception:Point set is degenerate
- Replies: 7
- Views: 6774
Re: The Exception:Point set is degenerate
Which is the correct way to create a plain surface without volume, made out of vertices and triangleindices?
- Fri Nov 08, 2013 3:12 pm
- Forum: Questions and Help
- Topic: Distort MobileMesh
- Replies: 5
- Views: 5218
Re: Distort MobileMesh
Thank you Norbo! I discovered the MorphableEntity. It looks like, this is the Entity for distortions. To distort my mesh, I can create a new MobileMeshCollidable and assign it by SetCollisionInformation(). var collidable = new MobileMeshCollidable(newShape); myMorphableEntity.SetCollisionInformation...
- Fri Nov 08, 2013 7:43 am
- Forum: Questions and Help
- Topic: seperating code to other classes
- Replies: 5
- Views: 6735
Re: seperating code to other classes
It seams you dont use your Player-Class! You should create an Instance of it, per example above the constructor. Player _player 1 = new Player(); An then call the methods... In the LoadContent: _player1.PlayerLoadContent(); The the Method Draw(): _player1.PlayerDraw(); But this are really object-ori...
- Thu Nov 07, 2013 3:32 pm
- Forum: Questions and Help
- Topic: Distort MobileMesh
- Replies: 5
- Views: 5218
Re: Distort MobileMesh
Unfortunately, the Space also don't notice the changes of the MobileMeshes 
I guess, I should reinitialize something or call an OnChanged-Method.

I guess, I should reinitialize something or call an OnChanged-Method.
- Thu Nov 07, 2013 3:01 pm
- Forum: Questions and Help
- Topic: Distort MobileMesh
- Replies: 5
- Views: 5218
Re: Distort MobileMesh
It seams to work! The distortion was just not visible. I use the ModelDrawer from the examples for visualisation. It seams the ModelDrawer did not notice about the changes. If I replace all the entities, the distortion is visible. myModelDrawer.Clear(); foreach (var mesh in myMeshes) myModelDrawer.A...
- Thu Nov 07, 2013 1:11 pm
- Forum: Questions and Help
- Topic: Distort MobileMesh
- Replies: 5
- Views: 5218
Distort MobileMesh
Hi BEPU-Friends I'd like to destort a mobile mesh. In this forum I read it's possible by recreate or modify it's MobileMeshShape. I tried like this: myMesh.CollisionInformation.Shape.TriangleMesh.Data = newStaticMeshData; But the shape did not change. Does anyone have an idea what I'm doing wrong? T...