Search found 172 matches
- Fri Mar 16, 2012 8:24 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
In the end, there should be relatively few individual transforms being layered together to get the final result (localGraphicTransform * physicsWorldTransform) That's just it, though. There is no localGraphicTransform. World is exactly equal to physicsWorldTransform. I was able to get the bucket to...
- Thu Mar 15, 2012 4:58 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
Everything must agree. If the graphic is positioned in code according to the center of mass, it must be centered in model-space accordingly. If the model was placed in model space such that the origin was the bottom left corner, but the game transformed it with the expectation that the origin was t...
- Thu Mar 15, 2012 12:23 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
Okay. I've been fiddling with this for a little over an hour now, and I learned this: The World matrix of the affected models is entity.CollisionInformation.WorldTransform.Matrix multiplied by two sets of Identity matrixes. I'm 99.834% positive the Projection and View aren't the problem, because eve...
- Wed Mar 14, 2012 7:54 pm
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
Are there any conditions when TriangleMesh.GetVerticiesAndIndicesFromModel won't work as expected, such as when vertices are offset in the modeler or other similar conditions? I wouldn't be surprised if there were, but I haven't encountered or heard of any. It's a pretty simple convenience method w...
- Wed Mar 14, 2012 3:19 pm
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
Alright. This is so peculiar... Okay, related question. Are there any conditions when TriangleMesh.GetVerticiesAndIndicesFromModel won't work as expected, such as when vertices are offset in the modeler or other similar conditions?
- Wed Mar 14, 2012 5:37 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
Hey, do you think it could be related to setting LocalPosition before the entity is added to a Space? I used to add all my models to a Space on creation, but then I realized that doesn't work and changed it. However, a number of constructors still reference CollisionInformation (in fact, I just fixe...
- Wed Mar 14, 2012 4:59 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
I can't quite tell because I'm not familiar with the geometry, but it looks like the bucket has more than a simple offset going on. In any case, I can't do much more remotely, unfortunately. Something, somewhere, is transforming something wrong. :) I could have told you that. XD I'd be happy if I c...
- Wed Mar 14, 2012 3:38 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
Okay, it works now, but this is all it does:
I'm not sure how that helps me other than telling me the models are the same. Does it help you at all?
I'm not sure how that helps me other than telling me the models are the same. Does it help you at all?
- Wed Mar 14, 2012 3:32 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
I can't quite get it to work. I created it, added entities, and call Draw(), but nothing shows up. I stepped through it and it appears it's drawing correctly, but nothing appears onscreen. Am I missing something? It sets the states it needs in Draw(), so that's not the problem... Is the update meth...
- Wed Mar 14, 2012 3:01 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
It may be useful to bring in the BEPUphysicsDrawer for debugging purposes. Seeing the actual configuration of the shapes could provide more insight than bounding boxes alone. I can't quite get it to work. I created it, added entities, and call Draw(), but nothing shows up. I stepped through it and ...
- Wed Mar 14, 2012 1:57 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
The LocalPosition is the offset from the entity position to the center of the collision shape in local space. If the entity has nonidentity orientation at the time of this calculation, the LocalPosition will not be correct. Another minor point- the entity's Position is its center of rotation. It ma...
- Wed Mar 14, 2012 1:55 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
This is right, isn't it? The LocalPosition is the offset from the entity position to the center of the collision shape in local space. If the entity has nonidentity orientation at the time of this calculation, the LocalPosition will not be correct. Another minor point- the entity's Position is its ...
- Wed Mar 14, 2012 12:26 am
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Making sure I'm doing this right.
Okay, I've been hunting for this bug somewhere in my code and can't seem to find it. What happens with it is that most entities with a LocalPosition have their collision data offset from the intended position. I have a class called RotateMachine that takes a center position in the constructor and th...
- Sun Mar 11, 2012 7:17 am
- Forum: Questions and Help
- Topic: Scale an Entity
- Replies: 16
- Views: 8458
Re: Scale an Entity
As it turns out, I got my modeler to redo the thing I needed scale for, so I didn't have to use this. Thanks for your help, though!
- Sun Mar 11, 2012 3:03 am
- Forum: Questions and Help
- Topic: Scale an Entity
- Replies: 16
- Views: 8458
Re: Scale an Entity
Alright. When I get around to testing this, I'll let you know if there are any problems.