Search found 4546 matches
- Sat Apr 25, 2020 7:23 pm
- Forum: Questions and Help
- Topic: Bepu v2 Character Controllers
- Replies: 89
- Views: 499046
Re: Bepu v2 Character Controllers
So what I'm wondering now is how Bepu's character controller avoids overriding the velocity from its support. It targets a velocity relative to the support. This does require knowing the velocity of the support at the support point. In terms of the velocity constraint formulation, it's very similar...
- Wed Apr 22, 2020 7:27 pm
- Forum: Questions and Help
- Topic: Bepu v2 Character Controllers
- Replies: 89
- Views: 499046
Re: Bepu v2 Character Controllers
The character collects contacts from the body and checks if the source of those contacts is a body. If the chosen support is a body, then a two-body motion constraint is created between the character and the body. The goal of that motion constraint is to reach the goal relative velocity between the ...
- Wed Apr 15, 2020 7:27 pm
- Forum: Questions and Help
- Topic: Bepuint and solver discrepancies
- Replies: 3
- Views: 12464
Re: Bepuint and solver discrepancies
To narrow things down, you can disable the DeactivationManager by setting the Enabled property to false. It's hard to say what the actual issue is. The fact that they're running on the same machine rules out hardware level differences- even the floating point versions should be able to run determini...
- Sat Apr 11, 2020 9:49 pm
- Forum: General
- Topic: Bepu handedness
- Replies: 1
- Views: 10601
Re: Bepu handedness
The engine itself doesn't actually care about right vs left hand coordinates, but the comments regarding winding did indeed leave out the right handed assumption, which made them unhelpful. I've clarified them in the latest commit: https://github.com/bepu/bepuphysics2/commit/edd224b73a26846345153031...
- Fri Apr 10, 2020 9:06 pm
- Forum: Questions and Help
- Topic: removing lots of statics crash
- Replies: 5
- Views: 12744
Re: removing lots of statics crash
Should be fixed in https://github.com/bepu/bepuphysics2/co ... 4f4f1aad63. Still needs a bit more testing (and there's an inconsistency in behavior with bodies that needs to be addressed), but the core crash should be gone.
- Fri Apr 10, 2020 7:19 pm
- Forum: Questions and Help
- Topic: removing lots of statics crash
- Replies: 5
- Views: 12744
Re: removing lots of statics crash
There we go, reproduced- static ApplyDescription is busted. Working on it now.
- Fri Apr 10, 2020 12:52 am
- Forum: Questions and Help
- Topic: removing lots of statics crash
- Replies: 5
- Views: 12744
Re: removing lots of statics crash
HandleToIndex[handle] == -1 is indeed an implication that the was never added or was already removed, as you mentioned. Nothing else should cause that error under normal conditions. It can also happen due to asynchronous corruption- either multiple threads working on adds/removes simultaneously or a...
- Thu Apr 09, 2020 11:42 pm
- Forum: Questions and Help
- Topic: Character controller crossing seams
- Replies: 12
- Views: 22812
Re: Character controller crossing seams
Yup, you could. For a heuristic that simple, you could also use the contact callbacks to modify the normal.
- Tue Apr 07, 2020 11:48 pm
- Forum: Questions and Help
- Topic: Character controller crossing seams
- Replies: 12
- Views: 22812
Re: Character controller crossing seams
What does more geometry mean in this case? Bigger world nodes so that crossing borders happens less often? Or is there a way to create som kind of "skirt" that would help the solver? I was referring to larger nodes (or one single giant mesh), yes. A skirt could help in some cases- if some...
- Tue Apr 07, 2020 8:02 pm
- Forum: Questions and Help
- Topic: Character controller crossing seams
- Replies: 12
- Views: 22812
Re: Character controller crossing seams
Yup, a bunch of relatively small separate meshes interacting with high speed objects is close to worst case for a lack of boundary smoothing. SpeculativeMargin seems to have no effect. Is that after modifying both the mesh and the problematic objects interacting with the mesh? The effective speculat...
- Wed Apr 01, 2020 9:55 pm
- Forum: Questions and Help
- Topic: Character controller crossing seams
- Replies: 12
- Views: 22812
Re: Character controller crossing seams
Hmm... with the latest master, I still don't observe it in the demos with 0.15 radius. There still might be something wonky going on that would be worth tracking down. If you can get it to happen in the demos (with an appropriate speculative margin/MinimumSupportContinuationDepth/vertical glue force...
- Wed Apr 01, 2020 9:44 pm
- Forum: Questions and Help
- Topic: Does Bepu v1 supports query overlapped object?
- Replies: 10
- Views: 20331
Re: Does Bepu v1 supports query overlapped object?
The BroadPhaseEntry type associated with an Entity is the EntityCollidable. You could try a cast then use the Entity property, then check the position/orientation.
For static colliders, you can cast the BroadPhaseEntry directly to the type. For example, StaticMesh is a BroadPhaseEntry.
For static colliders, you can cast the BroadPhaseEntry directly to the type. For example, StaticMesh is a BroadPhaseEntry.
- Wed Apr 01, 2020 9:41 pm
- Forum: Questions and Help
- Topic: Does Bepu v1 supports find closest point on boundsbox or shape?
- Replies: 1
- Views: 10670
Re: Does Bepu v1 supports find closest point on boundsbox or shape?
Not in a single function call. ClosetPointOnBounds is a very simple function: closestPointOnBounds = Vector3.Max(bounds.Min, Vector3.Min(bounds.Max, point)); For the closest point on a collider, it's a little trickier. The underlying algorithm is there, but it's not exposed directly for this use cas...
- Wed Apr 01, 2020 1:39 am
- Forum: Questions and Help
- Topic: Does Bepu v1 supports query overlapped object?
- Replies: 10
- Views: 20331
Re: Does Bepu v1 supports query overlapped object?
You could try casting the BroadPhaseEntry to a Collidable, and examine the type of its Shape. Or you could store some custom metadata in the Tag property of the relevant BroadPhaseEntry instances. (Note that for entities, the entity.Tag is not the same as the entity.CollisionInformation.Tag; the lat...
- Tue Mar 31, 2020 8:08 pm
- Forum: Questions and Help
- Topic: Make a Object not collidable temporarily
- Replies: 2
- Views: 11032
Re: Make a Object not collidable temporarily
You could use collision rules, but having an object in the Space doing nothing comes with a slight performance penalty that simply removing it avoids.