Search found 4546 matches

by Norbo
Sun Mar 29, 2020 7:45 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 12
Views: 20589

Re: Character controller crossing seams

Hmm- with the patch and a suitable MinimumSupportContinuationDepth, there should be no unsupported frames if boundary seams are actually the problem. In the demos there are no unsupported frames across boxgrid seams with it. It may still move vertically a little bit, but significantly less and the S...
by Norbo
Fri Mar 27, 2020 11:15 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 12
Views: 20589

Re: Character controller crossing seams

Seams in separate objects are a tricky business. When the capsule moves near the seam, it's possible for contacts to be generated with a nearby box such that the normal does not point perfectly vertically as it would on a single flat surface. That misaligned normal can redirect the character's motio...
by Norbo
Fri Mar 20, 2020 11:25 pm
Forum: Questions and Help
Topic: Does Bepu v1 supports query overlapped object?
Replies: 10
Views: 18172

Re: Does Bepu v1 supports query overlapped object?

Adding the box to the Space is not required. The issue was that the bounding box of a new Box is not initialized until after the box is added to the broad phase by default. So, with minimal changes to that snippet: List<Entity> OverlapBox(BEPUutilities.Vector3 position, float width, float height, fl...
by Norbo
Fri Mar 20, 2020 10:46 pm
Forum: Questions and Help
Topic: Bepu v1 stationary space
Replies: 2
Views: 8733

Re: Bepu v1 stationary space

Objects go inactive after having linear/angular velocity below a threshold for a while. In v1, you could check the entity.ActivityInformation.IsActive property.

If for some reason that's not workable, you can also directly examine the entity.LinearVelocity and entity.AngularVelocity.
by Norbo
Fri Mar 20, 2020 10:35 pm
Forum: Questions and Help
Topic: Bepu v1 update entity position without update space?
Replies: 4
Views: 12275

Re: Bepu v1 update entity position without update space?

I am not familiar with v1, is there anything strange in the profile screenshot? (Too many calls? unusual method execution time?) Nothing specific- all of the times are just way too high. The mesh-convex pair is taking 146ms for 30 calls, or almost 5ms per mesh-convex test. Under normal circumstance...
by Norbo
Thu Mar 19, 2020 7:39 pm
Forum: Questions and Help
Topic: Bepu v1 update entity position without update space?
Replies: 4
Views: 12275

Re: Bepu v1 update entity position without update space?

Space-wide queries rely on the broad phase. Setting a position will not update the broad phase's data structures directly. After updating positions, you'll need to update the collidable's bounding box (entity.CollisionInformation.UpdateBoundingBox) and then update the broad phase (Space.BroadPhase.U...
by Norbo
Wed Mar 18, 2020 7:03 pm
Forum: Questions and Help
Topic: Does Bepu v1 supports query overlapped object?
Replies: 10
Views: 18172

Re: Does Bepu v1 supports query overlapped object?

There are two stages: querying for potential overlaps, and then computing contact level data. You can ask the broadphase for potential overlaps using a bounding sphere or bounding box with Space.BroadPhase.QueryAccelerator.GetEntries, and then you can walk through those, generate pairs, and then eva...
by Norbo
Sat Mar 14, 2020 7:44 pm
Forum: General
Topic: Optimizations available for terrain type meshes?
Replies: 8
Views: 18457

Re: Optimizations available for terrain type meshes?

* There's no prerelease nuget packets; so I had to include the source projects... which is fine One of these days I'll get a pipeline set up :P * I decided to compile them as .net code 3.1 (why keep it easy) and there were a ton of errors relating to uninitialized variables. Most of them seem relat...
by Norbo
Sat Mar 14, 2020 3:17 am
Forum: General
Topic: Optimizations available for terrain type meshes?
Replies: 8
Views: 18457

Re: Optimizations available for terrain type meshes?

it did not seem to appreciate being run concurrently (since the Pool is not thread safe, I presume). Yup. Notably, it is possible to preallocate everything so you don't have to pull from a BufferPool on any of the worker threads. It would involve bypassing the existing constructor though. ... I did...
by Norbo
Wed Mar 11, 2020 8:53 pm
Forum: General
Topic: Optimizations available for terrain type meshes?
Replies: 8
Views: 18457

Re: Optimizations available for terrain type meshes?

perhaps it could be more stable/robust than a mesh as well? (Ie. being "solid" infinitely downwards, preventing objects dropping thru even without continuous detection). Yup- the v1 terrain had a 'thickness'; it's a pretty simple thing for heightmap terrains. With regard to reducing mesh ...
by Norbo
Sun Mar 08, 2020 8:16 pm
Forum: Questions and Help
Topic: What unpinned mean?
Replies: 2
Views: 12350

Re: What unpinned mean?

Yup- a pool should not have any outstanding allocations when it is being finalized, or else that memory will be permanently lost to the process. Call pool.Clear() to drop all allocations. BufferPool's explicitly implemented Dispose function just calls Clear. (Notably, if the process is shutting down...
by Norbo
Thu Mar 05, 2020 10:28 pm
Forum: Questions and Help
Topic: How can I get size of object?
Replies: 2
Views: 10987

Re: How can I get size of object?

The shape types (Box, Cylinder, etc.) all have fields corresponding to their dimensions. If you want to get a reference to a shape that you've already handed over to the simulation, you can grab it using Simulation.Shapes.GetShape<TShapeType>(shapeIndex). If you don't need to modify the shape, it ca...
by Norbo
Tue Mar 03, 2020 7:54 pm
Forum: Questions and Help
Topic: How to change center of mass
Replies: 5
Views: 14793

Re: How to change center of mass

1 Are there ways to assign center of mass of hull? Same as anything else- stick them in a Compound with an offset. If you want to know the center that the ConvexHull got recentered to, the ConvexHullHelper outputs it in the 'center' out parameter. 2 Or I want to make a point (0,0,0) center by compo...
by Norbo
Sat Feb 29, 2020 8:02 pm
Forum: Questions and Help
Topic: How to cast rays through an object
Replies: 3
Views: 11039

Re: How to cast rays through an object

That post is about getting the entity hit by a ray cast in v1, but it doesn't cover filtering considered bodies, which sounds like what you actually want. In v1, Space.RayCast takes a delegate that can be used to filter out unwanted candidates. In v2, the IRayHitHandler you pass to the Simulation.Ra...