Search found 249 matches

by Spankenstein
Mon Jul 02, 2012 10:41 am
Forum: Questions and Help
Topic: Creating chains using multiple DistanceJoint classes
Replies: 13
Views: 8458

Re: Creating chains using multiple DistanceJoint classes

Has everything been added to the space? I overlooked adding the chain links to the space, thank you :) I'm now trying to move around an anchor/kinentic entity connection using a servomechanism based mouse control: angularMotor.Settings.Servo.Goal = e.Orientation; angularMotor.Settings.Servo.SpringS...
by Spankenstein
Sun Jul 01, 2012 11:46 pm
Forum: Questions and Help
Topic: Creating chains using multiple DistanceJoint classes
Replies: 13
Views: 8458

Re: Creating chains using multiple DistanceJoint classes

The setup is as follows: [ ] - Kinematic Anchor // game.AudioObjects[anchorA_UniqueID].Entity | | - - Dynamic Sphere Anchor Node // new Sphere(game.AudioObjects[anchorA_UniqueID].Entity.Position + (forward * linkDistance * i), 0.05f, 1f); | | [] - Dynamic Entity Anchor // game.AudioObjects[anchorB_U...
by Spankenstein
Sun Jul 01, 2012 9:11 pm
Forum: Questions and Help
Topic: Creating chains using multiple DistanceJoint classes
Replies: 13
Views: 8458

Re: Creating chains using multiple DistanceJoint classes

Just making them heavier will force it to do more iterations before short circuiting. That has helped stability, thank you. I would like the links to behave as a chain link would do so but when I move the anchor points the middle link doesn't move. I have uploaded a video to demonstrate here: http:...
by Spankenstein
Sun Jul 01, 2012 12:03 pm
Forum: Questions and Help
Topic: Creating chains using multiple DistanceJoint classes
Replies: 13
Views: 8458

Creating chains using multiple DistanceJoint classes

I'm attempting to create a connection between two entities using a defined number of links: Entity eA; Entity eB; DistanceJoint j; Vector3 forward = game.AudioObjects[anchorB_UniqueID].Entity.Position - game.AudioObjects[anchorA_UniqueID].Entity.Position; float linkDistance = forward.Length(); linkD...
by Spankenstein
Sat Jun 30, 2012 4:56 pm
Forum: Questions and Help
Topic: Possible bug in BoundingBoxForceFieldShape class
Replies: 2
Views: 2338

Re: Possible bug in BoundingBoxForceFieldShape class

Ooops :)

Now I see. Thought I'd read it correctly too but alas no.
by Spankenstein
Sat Jun 30, 2012 10:14 am
Forum: Questions and Help
Topic: Possible bug in BoundingBoxForceFieldShape class
Replies: 2
Views: 2338

Possible bug in BoundingBoxForceFieldShape class

The 'BoundingBoxForceFieldShape' class in the source has the following method: public override IList<Entity> GetPossiblyAffectedEntities() { affectedEntities.Clear(); ForceField.QueryAccelerator.GetEntries(BoundingBox, affectedEntries); for (int i = 0; i < affectedEntries.count; i++) { var EntityCol...
by Spankenstein
Fri Jun 29, 2012 4:28 pm
Forum: Questions and Help
Topic: Good teleporting method - CharacterController example
Replies: 2
Views: 2389

Re: Good teleporting method - CharacterController example

Ok, I'll remove the extra code. Thanks.
by Spankenstein
Fri Jun 29, 2012 1:56 pm
Forum: Questions and Help
Topic: Good teleporting method - CharacterController example
Replies: 2
Views: 2389

Good teleporting method - CharacterController example

I'm looking to safely teleport a dynamic object from one position to another. This is what I am using based on the CharacterController method: Vector3 position = Parent.Position; position.X = value; Parent.Entity.Position = position; var orientation = Parent.Entity.Orientation; // The re-do of conta...
by Spankenstein
Mon Jun 11, 2012 4:00 pm
Forum: Questions and Help
Topic: How can I implement better collision detection for rolling?
Replies: 21
Views: 11555

Re: How can I implement better collision detection for rolli

The context of the event handler does not prevent the usage of external data.
Good point. I'll update the code to reflect that.

Once again many thanks. I'll report back should I come unstuck after implementing your latest suggestions :)
by Spankenstein
Mon Jun 11, 2012 3:25 pm
Forum: Questions and Help
Topic: How can I implement better collision detection for rolling?
Replies: 21
Views: 11555

Re: How can I implement better collision detection for rolli

Here's what I have hooked up to the Space.Solver.Staring event: private void Solver_Starting() { int numEntities = space.Entities.Count; for (int i = 0; i < numEntities; ++i) { var o = space.Entities[i].CollisionInformation.Tag as AudioObject; if (o == null) { continue; } // Collision filtering meth...
by Spankenstein
Mon Jun 11, 2012 2:32 pm
Forum: Questions and Help
Topic: How can I implement better collision detection for rolling?
Replies: 21
Views: 11555

Re: How can I implement better collision detection for rolli

That said, could it be the CollisionResponseSettings.BouncinessVelocityThreshold is high, preventing bounces from occurring? CollisionResponseSettings.BouncinessVelocityThreshold = 1.0f Have said that it might be affected by my attempts to try and increase stability to prevent tunnelling. That proc...
by Spankenstein
Mon Jun 11, 2012 8:51 am
Forum: Questions and Help
Topic: How can I implement better collision detection for rolling?
Replies: 21
Views: 11555

Re: How can I implement better collision detection for rolli

Sorry, that slipped my mind; moving the analysis between the NarrowPhase and Solver will allow you to see the most recent contact state combined with the pre-solving velocity state. What method do I need to override to so that it is called between the NarrowPhase and Solver and get the correct stat...
by Spankenstein
Mon Jun 11, 2012 12:08 am
Forum: Questions and Help
Topic: How can I implement better collision detection for rolling?
Replies: 21
Views: 11555

Re: How can I implement better collision detection for rolli

Something could be wrong with the impulse or maybe I'm expecting incorrect values? I drop a box from a great height under the influence of gravity: I log the impact each time it makes contact with the ground. I would have thought it would have a large value for the initial contact but it returns 0? ...
by Spankenstein
Sun Jun 10, 2012 11:27 pm
Forum: Questions and Help
Topic: How can I implement better collision detection for rolling?
Replies: 21
Views: 11555

Re: How can I implement better collision detection for rolli

The dot product method doesn't appear to help filter out events. I've tried normalizing the values involved but that doesn't help either. for (int i = 0; i < numPairs; ++i) { numContacts = entity.CollisionInformation.Pairs[i].Contacts.Count; for (int ii = 0; ii < numContacts; ++ii) { Vector3 d0 = en...
by Spankenstein
Sun Jun 10, 2012 9:22 pm
Forum: Questions and Help
Topic: How can I implement better collision detection for rolling?
Replies: 21
Views: 11555

Re: How can I implement better collision detection for rolli

Excellent stuff. Thank you for the help once again :)