Search found 249 matches

by Spankenstein
Sat Sep 15, 2012 10:33 pm
Forum: Questions and Help
Topic: CompoundBody centre is not central?
Replies: 12
Views: 6475

Re: CompoundBody centre is not central?

I thought that at first but it turns out I require Collision Mesh entity.CollisionInformation.LocalPosition = entity.Position - (voxelMesh.PivotPoint * ScaleFactor); Model voxelMesh.WorldTransform = Matrix.CreateTranslation(-voxelMesh.PivotPoint) * Matrix.CreateScale(ScaleFactor) * entity.WorldTrans...
by Spankenstein
Sat Sep 15, 2012 8:40 am
Forum: Questions and Help
Topic: CompoundBody centre is not central?
Replies: 12
Views: 6475

Re: CompoundBody centre is not central?

In that case the model must have its own special transform to match the entity. I cannot simply have voxelMesh.WorldTransform = Matrix.CreateScale(ScaleFactor) * entity.WorldTransform; The above only works when using the true centre of mass as the LocalPosition offset entity.CollisionInformation.Loc...
by Spankenstein
Fri Sep 14, 2012 8:22 pm
Forum: Questions and Help
Topic: CompoundBody centre is not central?
Replies: 12
Views: 6475

Re: CompoundBody centre is not central?

So how do I incorporate the LocalPosition into the final transformed position (world space) Should I translate the local shape transformation vertices by the offset? private void DrawWireFrame(GameTime gameTime) { CompoundBody body = entity as CompoundBody; TriangleShape tri; Vector3 v0; Vector3 v1;...
by Spankenstein
Fri Sep 14, 2012 11:37 am
Forum: Questions and Help
Topic: CompoundBody centre is not central?
Replies: 12
Views: 6475

Re: CompoundBody centre is not central?

I think another problem lies with my wireframe representation. private void DrawWireFrame(GameTime gameTime) { CompoundBody body = entity as CompoundBody; TriangleShape tri; Vector3 v0; Vector3 v1; Vector3 v2; int numShapes = body.Shapes.Count; for (int i = 0; i < numShapes; ++i) { tri = body.Shapes...
by Spankenstein
Thu Sep 13, 2012 8:39 pm
Forum: Questions and Help
Topic: CompoundBody centre is not central?
Replies: 12
Views: 6475

Re: CompoundBody centre is not central?

Not sure I follow what you are saying. Both of the following have the same effect entity.CollisionInformation.LocalPosition = entity.Position; //entity.CollisionInformation.LocalPosition = voxelMesh.PivotPoint; with voxelMesh.WorldTransform = Matrix.CreateScale(ScaleFactor) * entity.WorldTransform; ...
by Spankenstein
Thu Sep 13, 2012 2:14 pm
Forum: Questions and Help
Topic: CompoundBody centre is not central?
Replies: 12
Views: 6475

CompoundBody centre is not central?

I'm creating a CompoundBody from a list of indices and vertices which gives me a local offset for the final entity. Vector3[] vertices = voxelMesh.Vertices; int[] indices = voxelMesh.Indices; int numIndices = indices.Length; int numTriangles = vertices.Length; var scaleTransform = Matrix.CreateScale...
by Spankenstein
Fri Sep 07, 2012 10:09 pm
Forum: Questions and Help
Topic: GravitationalField multiplier & space gravity do not equate?
Replies: 10
Views: 6727

Re: GravitationalField multiplier & space gravity do not equ

I'll work on something tomorrow then and see if I can isolate it after some sleep.
by Spankenstein
Fri Sep 07, 2012 9:23 pm
Forum: Questions and Help
Topic: GravitationalField multiplier & space gravity do not equate?
Replies: 10
Views: 6727

Re: GravitationalField multiplier & space gravity do not equ

In this case there are too many separate classes involved in order to isolate and rewrite.

Can I send you a zipped file of the current source? It will include the 2 scenarios shown in the video along with the custom meshes.
by Spankenstein
Fri Sep 07, 2012 8:48 pm
Forum: Questions and Help
Topic: GravitationalField multiplier & space gravity do not equate?
Replies: 10
Views: 6727

Re: GravitationalField multiplier & space gravity do not equ

I've uploaded two videos to demonstrate The first video shows the objects influenced by Space.Gravity (0, -10, 0) http://youtu.be/V51vRNmzOrw The second video shows the objects influenced by the individual gravitational fields (the vector field shapes are shown as a white wireframe) http://youtu.be/...
by Spankenstein
Fri Sep 07, 2012 7:43 pm
Forum: Questions and Help
Topic: GravitationalField multiplier & space gravity do not equate?
Replies: 10
Views: 6727

Re: GravitationalField multiplier & space gravity do not equ

When switching to GravitationalFieldAcceleration.Constant (even when changing r to Vector.UnitY) the behaviour is still not the same as under gravity. protected override void CalculateImpulse(Entity e, float dt, out Vector3 impulse) { switch (AccelerationType) { case GravitationalFieldAcceleration.C...
by Spankenstein
Fri Sep 07, 2012 6:27 pm
Forum: Questions and Help
Topic: GravitationalField multiplier & space gravity do not equate?
Replies: 10
Views: 6727

Re: GravitationalField multiplier & space gravity do not equ

Is it possible to override the impulse calculation stage and apply a linear impulse?

Forcefield CalculateImpulse method doesn't appear as it is protected:

Code: Select all

protected abstract void CalculateImpulse
by Spankenstein
Fri Sep 07, 2012 2:32 pm
Forum: Questions and Help
Topic: GravitationalField multiplier & space gravity do not equate?
Replies: 10
Views: 6727

GravitationalField multiplier & space gravity do not equate?

I'm creating a GravitationalField with a custom shape for the vector field. gravField = new GravitationalField( localSettings.ForceFieldShape.Load(game, this), localSettings.Position, localSettings.GravitationalFieldStrength, 30 ); If I remove all the gravity from the physics space (0, 0, 0) and set...
by Spankenstein
Wed Jul 25, 2012 7:27 am
Forum: Questions and Help
Topic: Significant drop in frame rate on very first collision?
Replies: 12
Views: 7412

Re: Significant drop in frame rate on very first collision?

Just calling the following fixes the problem: JITCompilation.PreJITMethods(System.Reflection.Assembly.LoadFrom("BEPUphysics.dll")); It doesn't appear to require anything else?! Calling the preJIT from within the ForceLoadAll method will help with this. Can you please post what code you use...
by Spankenstein
Tue Jul 24, 2012 11:49 pm
Forum: Questions and Help
Topic: Significant drop in frame rate on very first collision?
Replies: 12
Views: 7412

Re: Significant drop in frame rate on very first collision?

Cool, thank you for clearing that up. :) Could you possibly explain how to avoid certain classes in the assembly? There is a problem stated on the website: (Remark: it should be noted that calling PrepareMethod may trigger the static constructor of the destination type, that is, if it has one). This...