Search found 92 matches

by mcmonkey
Sun May 10, 2015 5:37 am
Forum: Questions and Help
Topic: World Location to Entity-centered Local Position
Replies: 3
Views: 3729

World Location to Entity-centered Local Position

Let's say I have a point in world space. This point is roughly 3 units to the left of a box. I want to get this point's "local" point relative to the box. (EG, (3,0,0)) I want to then render something at that local point. That way, if the entity moves or rotates, the point stays at the cor...
by mcmonkey
Tue May 05, 2015 3:47 am
Forum: Questions and Help
Topic: Lock an entity to a plane
Replies: 3
Views: 4046

Re: Lock an entity to a plane

Having the same body for both parameters won't work, but you can pass null in for the first parameter for both constraints. When null is passed into a two entity constraint as a connection, the constraint connects to a kinematic 'world' entity. That sets Position.Z = ~20 and Velocity.Z = -110 consi...
by mcmonkey
Mon May 04, 2015 11:02 pm
Forum: Questions and Help
Topic: Lock an entity to a plane
Replies: 3
Views: 4046

Lock an entity to a plane

I'm trying to lock certain entities into a 2D environment TheClient.PhysicsWorld.Add(Body); popj = new PointOnPlaneJoint(Body, Body, new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 0)); TheClient.PhysicsWorld.Add(popj); raj = new RevoluteAngularJoint(Body, Body, new Vector3(0, 0, 1)); ...
by mcmonkey
Mon May 04, 2015 8:50 pm
Forum: Questions and Help
Topic: Forcibly deactivating an entity
Replies: 1
Views: 3071

Forcibly deactivating an entity

I'm working on client/server sharing physics, and I want to make it so if the server says an entity is deactivated, then it deactivates on the client as well. There's a variety of reasons for this that aren't incredibly relevant to the discussion. Basically: - The entity must stop moving / calculati...
by mcmonkey
Mon Apr 27, 2015 11:57 pm
Forum: Questions and Help
Topic: Rendering a complex model that exists as a physics object
Replies: 3
Views: 3639

Re: Rendering a complex model that exists as a physics objec

So I figured out what was actually happening... the clientside representation of the object had a mass of 0, while the serverside had a mass of 100. It was rendering fine, just the entity itself was rotating weirdly. The server sends updates every tick on the position/velocity/angle/angular_velocity...
by mcmonkey
Mon Apr 27, 2015 10:03 pm
Forum: Questions and Help
Topic: Rendering a complex model that exists as a physics object
Replies: 3
Views: 3639

Rendering a complex model that exists as a physics object

So, I got cuboids (boxes) rendering /perfectly/ thanks to previous posts. They rotate correctly and all. I'm now trying to handle a complex model generated from a file. The origin of the model is at the model's bottom, and obviously that's not where the center of mass is, so I record the offset gene...
by mcmonkey
Tue Apr 21, 2015 12:44 am
Forum: Questions and Help
Topic: Prevent Entities From Entering Each Other
Replies: 11
Views: 7630

Re: Prevent Entities From Entering Each Other

Okay so public OpenTK.Matrix4 GetOrientationMatrix() { Matrix3x3 omat = Body.OrientationMatrix; omat.Transpose(); Matrix mat = Matrix3x3.ToMatrix4X4(omat); return new OpenTK.Matrix4(mat.M11, mat.M12, mat.M13, mat.M14, mat.M21, mat.M22, mat.M23, mat.M24, mat.M31, mat.M32, mat.M33, mat.M34, mat.M41, m...
by mcmonkey
Mon Apr 20, 2015 10:52 pm
Forum: Questions and Help
Topic: Prevent Entities From Entering Each Other
Replies: 11
Views: 7630

Re: Prevent Entities From Entering Each Other

When I just do mat.transpose();
I get this:
Image

There's no way it's just a transpose. I don't have the slightest clue what's going on or what to do about it.
by mcmonkey
Mon Apr 20, 2015 8:06 pm
Forum: Questions and Help
Topic: Prevent Entities From Entering Each Other
Replies: 11
Views: 7630

Re: Prevent Entities From Entering Each Other

Neither .transpose() nor .inverted() (OpenTK method) return anything remote useable. Invert puts everything backwards, transpose produces... I'm not sure what, just everything is way off. Switching columns/rows around manually also produces pure nonsense. Matrix4 mat = GetTransformationMatrix() * Ma...
by mcmonkey
Sun Apr 19, 2015 11:53 pm
Forum: Questions and Help
Topic: Prevent Entities From Entering Each Other
Replies: 11
Views: 7630

Re: Prevent Entities From Entering Each Other

Welp... you're right, that didn't fix it. It just made it less common if anything at all. The box is a box prefab. Gravity is 0,0,-9.8 Trying to replicate on the demos now... Actually, the physics going on in the demo just looks straight... different from what I see in my creation. Am I perhaps rend...
by mcmonkey
Sun Apr 19, 2015 6:15 am
Forum: Suggestions
Topic: Per-Entity Gravity
Replies: 3
Views: 21980

Per-Entity Gravity

It'd be pretty neat if we could specify a gravity vector on each entity rather than in the Space. A simple way to accomplish this in a non-changing manner would be to use something along the lines of a Nullable<Vector3> -> if it's null, use Space.Gravity, otherwise, use the value input. In theory, t...
by mcmonkey
Sun Apr 19, 2015 6:02 am
Forum: Questions and Help
Topic: Per-Entity Gravity
Replies: 3
Views: 3988

Re: Per-Entity Gravity

ApplyLinearImpulse which does not force activation (but which would require scaling the acceleration by the object's mass) Uhm... it does? I'm used ApplyImpulse for a few things (Rather than ApplyLinearImpulse for my own stupid reasons) and it definitely does not expect scaling by mass. I actually ...
by mcmonkey
Sun Apr 19, 2015 5:57 am
Forum: Questions and Help
Topic: Prevent Entities From Entering Each Other
Replies: 11
Views: 7630

Re: Prevent Entities From Entering Each Other

I did actually assume 1 unit = 1 meter. That box is 1x1x1. However, CollisionDetectionSettings.AllowedPenetration = 0.001f; and now I can't replicate it at all :D In addition, my character is no longer inside the floor. I never bothered posting about that as Bullet had me used to it, but it's nice t...
by mcmonkey
Sun Apr 19, 2015 2:46 am
Forum: Questions and Help
Topic: Prevent Entities From Entering Each Other
Replies: 11
Views: 7630

Prevent Entities From Entering Each Other

Is there any way to ensure entities will never enter each other, even partially? Generally it's not a problem, but sometimes I get some weird results, EG today a box landed as shown below after a tumbling fall https://i.imgur.com/MkFxneW.png If you can't tell from the image, it's partially inside th...
by mcmonkey
Sat Apr 18, 2015 9:43 pm
Forum: Questions and Help
Topic: Get The Entity Hit By A ConvexCast
Replies: 1
Views: 2803

Get The Entity Hit By A ConvexCast

I performed Space.ConvexCast(...) and have a RayCastResult. How do I get the Entity impacted? The 'HitObject' merely returns a BroadPhaseEntry, which appears to have no Entity property.

EDIT: Oh, and thanks for the quick and helpful answers to my previous questions :D