Search found 172 matches

by snoozbuster
Tue Apr 17, 2012 7:14 pm
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

Well, that's kind of awkward. The problem was I was using MobileMeshSolidity.Solid where the model apparently was not solid (although by all rights appears to be). I think I should be good from here... I might have another problem with translate machines later, but isn't there something like a RailJ...
by snoozbuster
Tue Apr 17, 2012 5:53 am
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

Yeah... I still don't get it. I think I got something that works, but... it's picky. Even after all this work, though, machines crush boxes. Worse than before, in fact. A box just landing on the machine starts clipping through it (at least for the rotation machine I've been working on). Also, I star...
by snoozbuster
Sun Apr 15, 2012 11:47 pm
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

The main problem I'm having is picking a proper xAxis for the given rotationAxis. If I was, say, to take the entity's orientation, rotate it around the rotation axis by the given angle, and then convert that to a vector, would that work? If so, how would I convert a quaternion to a vector (here is a...
by snoozbuster
Sat Apr 14, 2012 12:40 am
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

So, new question. I want to be able to specify any Vector3 as a rotation axis and any angle as a rotation angle, how would I set the basises from just that info? Can I? If I can't, what more information would I need?
by snoozbuster
Thu Apr 12, 2012 5:56 am
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

Awesome, thanks. You're a great help. ^^
by snoozbuster
Thu Apr 12, 2012 12:10 am
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

Unfortunately, params triggers an allocation. It's very minor, but the engine has pretty strict restrictions on runtime allocations. You might see a IList overload later if batch adds and removes become functionally meaningful, though. Oh, right, it would. I didn't even think of that. Eh, I'll add ...
by snoozbuster
Wed Apr 11, 2012 9:54 pm
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

So... revoluteMotor.Limit.Minimum/MaximumAngle. What orientation corresponds to 0? Because I set these to 0 and pi/2, but that gave me a V-shaped limit. Also, an initial goal orientation of zero is, like... 45 degrees on Z. Also, I got it to work doing this: Entity ground = new Box(Vector3.Zero, 30,...
by snoozbuster
Wed Apr 11, 2012 9:32 pm
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

While I'm working on this, one typo and a suggestion. The Box constructor talks about the parameter for height twice (position, dimensions, no mass), and I suggest that you might change Space.Add's signature to this: public void Add(params ISpaceObject[] objects) All it would be is making a for loop...
by snoozbuster
Wed Apr 11, 2012 4:40 am
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

So... new RevoluteJoint(base, roller, rotationAxis)? I had this setup: SwivelHingeJoint worldToBase = new SwivelHingeJoint(null, base, centerOfRotation, rotationAxis); RevoluteJoint baseToRoller = new RevoluteJoint(base, roller, rotationAxis); Then it complained about the axes not being perpendicula...
by snoozbuster
Wed Apr 11, 2012 1:26 am
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

Oh. But, if I apply a SingleEntityAngularMotor (or another non-joint force) to a roller with a WeldJoint connecting it and the machine, will it rotate like I expect or will the WeldJoint keep it welded in place? I just realized I think I misunderstood joints. I was thinking they constricted freedoms...
by snoozbuster
Wed Apr 11, 2012 12:30 am
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

Okay. I tried setting up RevoluteJoints with rollers and machines, but it didn't quite work like I hoped. I think what I'm looking for is more like "parenting" objects, where I have one base entity with other entities parented to it, and these entities can have seperate forces working on t...
by snoozbuster
Tue Apr 10, 2012 9:55 pm
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

Alright, so one more quick question. Would attaching a SingleEntityLinearMotor to the base of the structure also perform all subsequent transforms? I would assume not, but I thought I'd ask.
by snoozbuster
Tue Apr 10, 2012 7:25 am
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

So, if I were to create a RevoluteJoint that attached the base of some machine to the world entity and specify the center of rotation as the anchor, and then a number of RevoluteJoints (or possibly SwivelHingeJoints that don't use the hinge) that attach the base of the machine to the containing obje...
by snoozbuster
Thu Apr 05, 2012 7:07 pm
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

Alright. I'll take a looksee. I would assume these binding constraints would have to be rather rigid?
by snoozbuster
Thu Apr 05, 2012 6:29 pm
Forum: Questions and Help
Topic: Improving collision between dynamic and kinematic entities
Replies: 66
Views: 34782

Re: Improving collision between dynamic and kinematic entiti

Norbo wrote:use a true constrained structure such that the objects are actually physically connected.
What would this look like?