Search found 12 matches
- Fri Oct 07, 2016 4:54 am
- Forum: Questions and Help
- Topic: Bounding Boxes resizing and sliding
- Replies: 1
- Views: 3119
Bounding Boxes resizing and sliding
Is it normal for the bounding boxes to resize as you move/jump? For example, when I jump the bounding box increases in size downwards then goes back to normal when it collides with something. It also becomes bigger when I rotate. For example, when I do this: Quaternion.CreateFromAxisAngle(Vector3.Up...
- Wed Sep 21, 2016 2:15 am
- Forum: Questions and Help
- Topic: Convert XNA Framework Quaternion to BEPUutilities.Quaternion
- Replies: 8
- Views: 6274
Re: Convert XNA Framework Quaternion to BEPUutilities.Quater
Ahh ok, that makes sense. I guess I have a bit of reading to do then on what kind of math actually goes on behind the scenes. Thanks again!
- Wed Sep 21, 2016 1:39 am
- Forum: Questions and Help
- Topic: Convert XNA Framework Quaternion to BEPUutilities.Quaternion
- Replies: 8
- Views: 6274
Re: Convert XNA Framework Quaternion to BEPUutilities.Quater
Thank you very much! In case I run into another problem like this again, how would I find something like that out? I looked in the method CreateFromYawPitchRoll here: https://bepuphysics.codeplex.com/SourceControl/latest#BEPUutilities/Quaternion.cs but didn't see anything about dividing by zero. Did...
- Wed Sep 21, 2016 12:49 am
- Forum: Questions and Help
- Topic: Convert XNA Framework Quaternion to BEPUutilities.Quaternion
- Replies: 8
- Views: 6274
Re: Convert XNA Framework Quaternion to BEPUutilities.Quater
I pass the rotation in the constructor like this: Quaternion rotation = default(Quaternion) as an optional parameter. I set it like this: this.rotation = rotation. I go through the break points, and if I don't set a rotation the values are zero according to the debugger. So there shouldn't be any ne...
- Wed Sep 21, 2016 12:34 am
- Forum: Questions and Help
- Topic: Convert XNA Framework Quaternion to BEPUutilities.Quaternion
- Replies: 8
- Views: 6274
Re: Convert XNA Framework Quaternion to BEPUutilities.Quater
I put break point on each line of the conversion and when I call the conversion method. As soon as it is returned from the Conversion method and goes to the next line after body.Box.Orientation = ConvertTo.BEPUQuaternion(rotation), the values become NaN. You can see it here: http://i.imgur.com/5n3u3...
- Tue Sep 20, 2016 11:56 pm
- Forum: Questions and Help
- Topic: Convert XNA Framework Quaternion to BEPUutilities.Quaternion
- Replies: 8
- Views: 6274
Convert XNA Framework Quaternion to BEPUutilities.Quaternion
I need help converting Quaternions. I have this code: public static BEPUutilities.Quaternion BEPUQuaternion(Quaternion xnaQuarternion) { BEPUutilities.Quaternion bepuQuaternion = new BEPUutilities.Quaternion(); bepuQuaternion.W = xnaQuarternion.W; bepuQuaternion.X = xnaQuarternion.X; bepuQuaternion....
- Tue Sep 20, 2016 4:20 am
- Forum: Questions and Help
- Topic: How to do collision resolution correctly
- Replies: 9
- Views: 7081
Re: How to do collision resolution correctly
Thank you very much! Didn't know there were friction settings. Setting kinetic friction to 0.3 made it work really good.
- Mon Sep 19, 2016 6:40 am
- Forum: Questions and Help
- Topic: How to do collision resolution correctly
- Replies: 9
- Views: 7081
Re: How to do collision resolution correctly
I have another problem if you don't mind helping again. When I press up, I add to the linear velocity in the Z direction. If there is a wall there, it will collide perfectly fine. However, if I hold Up while colliding with the wall, my model will stay there and not fall. It starts falling if I try t...
- Sun Sep 18, 2016 8:15 pm
- Forum: Questions and Help
- Topic: How to do collision resolution correctly
- Replies: 9
- Views: 7081
Re: How to do collision resolution correctly
Oooh, makes so much sense now. Thank you for all your help!
- Sun Sep 18, 2016 8:06 pm
- Forum: Questions and Help
- Topic: How to do collision resolution correctly
- Replies: 9
- Views: 7081
Re: How to do collision resolution correctly
Thank you so much! It works so much better now. Can I ask you one more question? What is the proper way to set the scale? I created this conversion method: public static Matrix XNAMatrix(BEPUutilities.Matrix bepuMatrix) { Matrix xnaMatrix = new Matrix(); xnaMatrix.M11 = bepuMatrix.M11; xnaMatrix.M12...
- Sun Sep 18, 2016 2:35 am
- Forum: Questions and Help
- Topic: How to do collision resolution correctly
- Replies: 9
- Views: 7081
Re: How to do collision resolution correctly
Thanks for the reply. Are you saying I should be doing effect.World = sphereBox.WorldTransform * Translation? If so, effect.World only takes the XNA Framework Matrix and not BEPUutilities. How would I convert sphereBox.WorldTransform to a XNA Matrix? Luckily, the origin was at the center of the cube...
- Sat Sep 17, 2016 3:43 am
- Forum: Questions and Help
- Topic: How to do collision resolution correctly
- Replies: 9
- Views: 7081
How to do collision resolution correctly
UPDATE: Game1.cpp: https://gist.github.com/anonymous/b6574aff509dbc11b267f87b5dd63205 ConvertTo.cpp: https://gist.github.com/anonymous/39664aeb444ee0f2eef314b15467964c The three models are the default cubes from Blender with different colored materials on them. -------------------------------------...