Search found 23 matches

by Darkon76
Thu Jul 18, 2019 1:34 pm
Forum: Questions and Help
Topic: [V1 to v2]Friction and bounciness
Replies: 6
Views: 33205

[V1 to v2]Friction and bounciness

Hello, At bepu 1 each entity can have a friction and a bounciness, in v2 we need to calculate a physics material between two objects. Which is the formula to have a friction and bounciness similar to bepu1? I'm interested at the extremes 0 and 1, and only one object is kinematic. How does the inerti...
by Darkon76
Wed Jul 17, 2019 3:14 pm
Forum: Questions and Help
Topic: How can I make player detector not affect by gravity
Replies: 14
Views: 29701

Re: How can I make player detector not affect by gravity

Hi, By default bepu 2 doesn't have collision groups, you need to implement them manually, the best place to do it is creating a custom INarrowPhaseCallbacks, that handle the collisions. The DemoPoseIntegratorCallbacks, apply the gravity to all objects. So you need to create your custom IPoseIntegrat...
by Darkon76
Mon Jul 15, 2019 4:17 pm
Forum: Questions and Help
Topic: Bodies-> Remove from active set. Assert
Replies: 4
Views: 11663

Re: Bodies-> Remove from active set. Assert

Hi, Currently I failed to reproduce the bug at the demo project. But I notice that there is a stack overflow at the tree, if a lot of objects are inserted at the same time. Edit: Lowering the number of iterations from 50 to 25 at line 56 avoid the issue. using System.Numerics; using BepuPhysics; usi...
by Darkon76
Thu Jul 11, 2019 8:33 pm
Forum: Questions and Help
Topic: Bodies-> Remove from active set. Assert
Replies: 4
Views: 11663

Re: Bodies-> Remove from active set. Assert

Ok, I will port my working setting to the demo.
by Darkon76
Thu Jul 11, 2019 3:10 pm
Forum: Questions and Help
Topic: Bodies-> Remove from active set. Assert
Replies: 4
Views: 11663

Bodies-> Remove from active set. Assert

Hello I'm porting my project from bepu 1 to bepu 2. I was really happy when I manually added and removed objects and everything worked correctly. I knew that it was the time for real testing. So I created a big scene, with over 1k moving objects. It worked with out a problem in bepu 1. But at bepu 2...
by Darkon76
Thu Jun 20, 2019 5:00 pm
Forum: Questions and Help
Topic: Velocity damping
Replies: 5
Views: 11961

Re: Velocity damping

Hi,

So if I have few objects that use velocity damping. Is it better to use an OneBodyLinearMotor for the damping that changing the PoseintegratorCallbacks-IntegrateVelocity?
by Darkon76
Wed Jun 19, 2019 8:23 pm
Forum: Suggestions
Topic: [Bepu2] IPoseInegratorCallbacks-IntegrateVelocity-bodyIndex
Replies: 1
Views: 26227

[Bepu2] IPoseInegratorCallbacks-IntegrateVelocity-bodyIndex

Hello,

Adding damping per object I notice that IPoseIntegratorCallbacks -> IntegrateVelocity -> bodyIndex isn't the index of the affected body it is the index inside the ActiveSet.

The variable name is confusing.
by Darkon76
Tue Jun 18, 2019 3:32 pm
Forum: Questions and Help
Topic: [Bepu2] Moving platform
Replies: 2
Views: 9111

Re: [Bepu2] Moving platform

Hello

Thanks for the help
by Darkon76
Mon Jun 17, 2019 6:25 pm
Forum: Questions and Help
Topic: [Bepu 2] Deleting stacked objects.
Replies: 1
Views: 7838

[Bepu 2] Deleting stacked objects.

Hello,

Just reporting if you have a stack of sleeping cubes, if you delete the bottom object the top objects don't wakeup and fall. My workaround was using the Simulation.Awaker before removing the object from the simulation.

Regards.
by Darkon76
Mon Jun 17, 2019 6:23 pm
Forum: Questions and Help
Topic: [Bepu2] Moving platform
Replies: 2
Views: 9111

[Bepu2] Moving platform

Hello, I'm trying to create moving platforms than can carry objects, the problem is that it looks like the platform is made of ice. It has the default FrictionCoefficient of 1. At bepu 1 if both the payload and the platform had friction 1 they will move in parallel. 2019-06-17_13-11-39.mp4 If I incr...
by Darkon76
Thu Jun 13, 2019 5:04 pm
Forum: Questions and Help
Topic: [Bepu2] Belt conveyor
Replies: 4
Views: 12858

Re: [Bepu2] Belt conveyor

A custom TimeStepper worked like a charm. It moves the payload and also it doesn't have the sleep problem. Thanks for the help. This is my custom unoptimized code (I know that I should have a collection with only the conveyors) public void Timestep(Simulation simulation, float dt, IThreadDispatcher ...
by Darkon76
Tue Jun 11, 2019 10:59 pm
Forum: Questions and Help
Topic: [Bepu2] Belt conveyor
Replies: 4
Views: 12858

Re: [Bepu2] Belt conveyor

Thanks for the replay.

After a lot of tries it ended being a mix of awake and shake the conveyor.

So you recommend at the before collision detection set the velocity and at PositionlasttimeStepper set the correct position of the conveyor to avoid the movement.
by Darkon76
Tue Jun 11, 2019 3:39 pm
Forum: Questions and Help
Topic: [Bepu2] Belt conveyor
Replies: 4
Views: 12858

[Bepu2] Belt conveyor

Hello, I’m trying to create a conveyor belt. I added another struct to the body ConveyorSettings,. At the IntegrateBodiesAndUpdateBoundingBoxes, it sets the velocity.Linear before the PoseIntegration.Integrate most of the time 0 because the conveyor isn’t moving, then set the conveyor velocity to th...
by Darkon76
Mon Jun 03, 2019 5:50 pm
Forum: Questions and Help
Topic: Orientation bepu1 to bepu2
Replies: 1
Views: 7933

Orientation bepu1 to bepu2

Hello.

Did the orientation quaternion changed from Bepu1 to Bepu2?

If it is the case it isn't listed at the v1 to v2 page.
by Darkon76
Wed May 22, 2019 11:31 pm
Forum: Questions and Help
Topic: Bepu2 multiple objects sleeping at the same time.
Replies: 4
Views: 11421

Re: Bepu2 multiple objects sleeping at the same time.

Thanks for the reply, So to make it faster I only update the position of the objects at Simulation.Bodies.Sets[0] that aren't sleep candidates. If you mean the rendered FPS, only if the CPU was bottlenecking frame delivery. The demos don't bother trying to render faster than the display refresh rate...