Search found 19 matches
- Thu Dec 03, 2020 6:48 am
- Forum: Questions and Help
- Topic: [V2] Remove body issue
- Replies: 2
- Views: 20722
Re: [V2] Remove body issue
I think I found the problem. the scenario is I try to repeatedly spawn a body and destroy it after 2 seconds. While at the same time the PoseIntegratorCallbacks IntegrateVelocity method is processed in another thread. And the New body handle reuses the handle int. Any idea to avoid it?
- Thu Dec 03, 2020 4:21 am
- Forum: Questions and Help
- Topic: [V2] Remove body issue
- Replies: 2
- Views: 20722
[V2] Remove body issue
i try to remove the body from the simulation and unregister from contactEvent. But the problem is i still get the body handle from the integrateVelocity function after i remove the body from simulation. Am i doing right? im using the 2.2 release version IntegrateVelocity(int handle, in RigidPose pos...
- Sat Nov 28, 2020 12:28 am
- Forum: Questions and Help
- Topic: [V2] Any sample for forcefield?
- Replies: 1
- Views: 19680
[V2] Any sample for forcefield?
is there any sample for forcefield simulation? E.g a forcefield volume will affect any object that inside the volume.
- Wed Feb 19, 2020 12:09 pm
- Forum: Questions and Help
- Topic: V2 Constraits freeze axis question
- Replies: 1
- Views: 15620
V2 Constraits freeze axis question
how do i fixed the rotation or position for certain axis in bepu v2 like unity?
https://docs.unity3d.com/ScriptReferenc ... aints.html
https://docs.unity3d.com/ScriptReferenc ... aints.html
- Thu Dec 26, 2019 12:34 pm
- Forum: Questions and Help
- Topic: V2 ContactEventsDemo Question
- Replies: 1
- Views: 5326
V2 ContactEventsDemo Question
I do know OnContactAdded in ContactEventsDemo, but any simple guide for OnTouching and OnContactRemoved?
- Wed Dec 25, 2019 4:16 am
- Forum: Questions and Help
- Topic: V2 contact impulse
- Replies: 3
- Views: 7530
Re: V2 contact impulse
which mean implement this into HandleManifoldForCollidable method? but i dun see any constraint in this demo
- Tue Dec 24, 2019 10:26 am
- Forum: Questions and Help
- Topic: V2 contact impulse
- Replies: 3
- Views: 7530
V2 contact impulse
I try to play around with the ContactEventsDemo. Is there any way to get contact impulse for each contact point like unity?
https://docs.unity3d.com/ScriptReference/Collision.html
https://docs.unity3d.com/ScriptReference/Collision.html
- Wed Dec 18, 2019 9:54 pm
- Forum: Questions and Help
- Topic: V2 unity like addforce funtion
- Replies: 8
- Views: 10852
Re: V2 unity like addforce funtion
like this? i got some infor from here https://answers.unity.com/questions/696068/difference-between-forcemodeforceaccelerationimpul.html public void AddImpulse(System.Numerics.Vector3 force) // Force per second { bodyRef.Velocity.Linear += force * bodyRef.LocalInertia.InverseMass; } public void AddF...
- Wed Dec 18, 2019 9:34 pm
- Forum: Questions and Help
- Topic: V2 unity like addforce funtion
- Replies: 8
- Views: 10852
Re: V2 unity like addforce funtion
Thanks for the reply, i hope this could help with other that looking for similar staff. Here is the function, correct me if i am wrong. public void AddImpulse(System.Numerics.Vector3 force) { bodyRef.ApplyImpulse(force, default); } public void AddForce(System.Numerics.Vector3 force) { bodyRef.Veloci...
- Wed Dec 18, 2019 2:24 am
- Forum: General
- Topic: Convert static mesh to dynamic mesh at an impact
- Replies: 6
- Views: 28220
Re: Convert static mesh to dynamic mesh at an impact
something like this?
Code: Select all
if (_isKinematic)// set kinematic object
bodyRef.BecomeKinematic();
else // restore original for dynamic object
bodyRef.SetLocalInertia(_bodyInertia);
- Wed Dec 18, 2019 2:22 am
- Forum: Questions and Help
- Topic: V2 unity like addforce funtion
- Replies: 8
- Views: 10852
V2 unity like addforce funtion
how to create unity like funtion with Beppu v2. in the force mode there is "force" , "Acceleration" ,"Impulse" ,"VelocityChange" .But bepuv2 only have applyImulse function, how can i create new funtion? https://docs.unity3d.com/ScriptReference/Rigidbody.AddFor...
- Wed Dec 18, 2019 2:18 am
- Forum: Questions and Help
- Topic: V2 break constraints or solver
- Replies: 2
- Views: 6174
Re: V2 break constraints or solver
Thank you very much !
- Tue Dec 17, 2019 12:55 pm
- Forum: General
- Topic: Convert static mesh to dynamic mesh at an impact
- Replies: 6
- Views: 28220
Re: Convert static mesh to dynamic mesh at an impact
in V2 you can just do this, by turning you dynamic body to kinematic internal static readonly BodyInertia _kinematicInertia = new BodyInertia(); internal void SetKinematic() { if (bodyRef.Exists) { if (_isKinematic)// setMass to 0 kinematic object bodyRef.LocalInertia = _kinematicInertia; else // re...
- Tue Dec 17, 2019 12:50 pm
- Forum: Questions and Help
- Topic: V2 break constraints or solver
- Replies: 2
- Views: 6174
V2 break constraints or solver
how to break Constraints or solver when certain force apply to the attached body? force detection?
- Tue Dec 17, 2019 5:07 am
- Forum: Questions and Help
- Topic: Bepu V.2 Scaling question
- Replies: 5
- Views: 7768
Re: Bepu V.2 Scaling question
is there any other way to scale the body when the gameobject is scaled?