Search found 23 matches
- Thu Jul 18, 2019 1:34 pm
- Forum: Questions and Help
- Topic: [V1 to v2]Friction and bounciness
- Replies: 6
- Views: 22585
[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...
- 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: 23502
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...
- Mon Jul 15, 2019 4:17 pm
- Forum: Questions and Help
- Topic: Bodies-> Remove from active set. Assert
- Replies: 4
- Views: 9740
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...
- Thu Jul 11, 2019 8:33 pm
- Forum: Questions and Help
- Topic: Bodies-> Remove from active set. Assert
- Replies: 4
- Views: 9740
Re: Bodies-> Remove from active set. Assert
Ok, I will port my working setting to the demo.
- Thu Jul 11, 2019 3:10 pm
- Forum: Questions and Help
- Topic: Bodies-> Remove from active set. Assert
- Replies: 4
- Views: 9740
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...
- Thu Jun 20, 2019 5:00 pm
- Forum: Questions and Help
- Topic: Velocity damping
- Replies: 5
- Views: 10006
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?
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?
- Wed Jun 19, 2019 8:23 pm
- Forum: Suggestions
- Topic: [Bepu2] IPoseInegratorCallbacks-IntegrateVelocity-bodyIndex
- Replies: 1
- Views: 20359
[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.
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.
- Tue Jun 18, 2019 3:32 pm
- Forum: Questions and Help
- Topic: [Bepu2] Moving platform
- Replies: 2
- Views: 7782
Re: [Bepu2] Moving platform
Hello
Thanks for the help
Thanks for the help
- Mon Jun 17, 2019 6:25 pm
- Forum: Questions and Help
- Topic: [Bepu 2] Deleting stacked objects.
- Replies: 1
- Views: 7058
[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.
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.
- Mon Jun 17, 2019 6:23 pm
- Forum: Questions and Help
- Topic: [Bepu2] Moving platform
- Replies: 2
- Views: 7782
[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...
- Thu Jun 13, 2019 5:04 pm
- Forum: Questions and Help
- Topic: [Bepu2] Belt conveyor
- Replies: 4
- Views: 10927
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 ...
- Tue Jun 11, 2019 10:59 pm
- Forum: Questions and Help
- Topic: [Bepu2] Belt conveyor
- Replies: 4
- Views: 10927
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.
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.
- Tue Jun 11, 2019 3:39 pm
- Forum: Questions and Help
- Topic: [Bepu2] Belt conveyor
- Replies: 4
- Views: 10927
[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...
- Mon Jun 03, 2019 5:50 pm
- Forum: Questions and Help
- Topic: Orientation bepu1 to bepu2
- Replies: 1
- Views: 6939
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.
Did the orientation quaternion changed from Bepu1 to Bepu2?
If it is the case it isn't listed at the v1 to v2 page.
- Wed May 22, 2019 11:31 pm
- Forum: Questions and Help
- Topic: Bepu2 multiple objects sleeping at the same time.
- Replies: 4
- Views: 9842
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...