Search found 249 matches
- Tue Nov 05, 2013 4:21 pm
- Forum: Questions and Help
- Topic: Determinism?
- Replies: 8
- Views: 8705
Re: Determinism?
This is interesting. I'm looking to make BEPU as deterministic as possible by changing available properties. How often do I have to set the PermutationIndex? Once per physics update when the solver starts? space.Solver.Starting += new Action(Solver_Starting); Oddly enough if I set it to 1 during ini...
- Thu Oct 17, 2013 6:18 pm
- Forum: Questions and Help
- Topic: Entities and specific collision groups - Kinematic Objects
- Replies: 2
- Views: 2537
Re: Entities and specific collision groups - Kinematic Objec
Thanks Norbo. That makes sense.
- Wed Oct 16, 2013 1:49 pm
- Forum: Questions and Help
- Topic: Entities and specific collision groups - Kinematic Objects
- Replies: 2
- Views: 2537
Entities and specific collision groups - Kinematic Objects
With a default collision group two Entities will ignore each other if they overlap and are kinematic and respond when one or both of them is dynamic. If I add two Entities to a user defined collision group they no longer ignore each other when they are kinematic, which can cause problems. How can I ...
- Wed Oct 10, 2012 9:13 pm
- Forum: Questions and Help
- Topic: Rotating a joint relative to a parent's orientation
- Replies: 9
- Views: 6691
Re: Rotating a joint relative to a parent's orientation
A better solution is to keep the anchor and axis of the joint in the local space of the entity. When the entity is given a new orientation, you compute the new joint state by transforming the anchor and axis into world space. Could you please post some code demonstrating this idea? I thought I had ...
- Wed Oct 10, 2012 9:55 am
- Forum: Questions and Help
- Topic: Rotating a joint relative to a parent's orientation
- Replies: 9
- Views: 6691
Re: Rotating a joint relative to a parent's orientation
Further, the referenced version of BEPUphysics in the demo is still the one that returns localAxisA for WorldFreeAxisA. Sorry about this. It was done late at night before I went to bed. My local copy (large project) refers to the correct one and I have updated the problem demo to the new version fo...
- Tue Oct 09, 2012 11:54 pm
- Forum: Questions and Help
- Topic: Rotating a joint relative to a parent's orientation
- Replies: 9
- Views: 6691
Re: Rotating a joint relative to a parent's orientation
I've attached a simple demo (source code and executable) that shows the problem I am having. Controls Right Mouse Button - Allows control of the camera (WASD keys to move, move mouse to look) Left Mouse Button - Use the mouse cursor to select any of the 3 rings. Drag the rings to rotate the object. ...
- Tue Oct 09, 2012 12:57 pm
- Forum: Questions and Help
- Topic: Rotating a joint relative to a parent's orientation
- Replies: 9
- Views: 6691
Re: Rotating a joint relative to a parent's orientation
Compute the offset from the desired origin to the current world anchor, transform it by the rotation, and add the rotated offset to the desired origin to get the new world space anchor. Following your instructions I came up with the following. The freeAxis and worldAnchor still spins around the ent...
- Sun Oct 07, 2012 3:29 pm
- Forum: Questions and Help
- Topic: Rotating a joint relative to a parent's orientation
- Replies: 9
- Views: 6691
Rotating a joint relative to a parent's orientation
When moving an object attached to a joint I also translate the joint so the anchor point remains relative to its parent object. set { entity.Position = value; // If we are allowing object to be translated when it possesses a joint if (joint != null) { Vector3 jP = joint.AngularJoint.ConnectionA.Posi...
- Thu Oct 04, 2012 9:50 pm
- Forum: Questions and Help
- Topic: Which joint class will have this behaviour?
- Replies: 9
- Views: 5375
Re: Which joint class will have this behaviour?
That makes sense. We had a conversation regarding BVHs (node trees, etc.) a fair while back. I have accounted for this elsewhere in the code already
EDIT:
Downloading the latest development version and using the world axis fixed the problems. Thank you.
EDIT:
Downloading the latest development version and using the world axis fixed the problems. Thank you.
- Thu Oct 04, 2012 7:49 pm
- Forum: Questions and Help
- Topic: Which joint class will have this behaviour?
- Replies: 9
- Views: 5375
Re: Which joint class will have this behaviour?
I'm not certain that I am. Can you please post in code or elaborate on what you are referring to?Updating the bounding box alone isn't technically sufficient; the broad phase acceleration structure must be refit as well. You may already do this somewhere else, though
- Thu Oct 04, 2012 11:24 am
- Forum: Questions and Help
- Topic: Which joint class will have this behaviour?
- Replies: 9
- Views: 5375
Re: Which joint class will have this behaviour?
I'm having problems setting the free axis (presumably because there is some orthogonalization process in effect?). Console.WriteLine(string.Format("RayCastNormal {0}", rayCastNormal)); o1.Joint = new RevoluteJoint(o1.Entity, null, rayCastContactPoint, rayCastNormal); Console.WriteLine(stri...
- Wed Oct 03, 2012 5:49 pm
- Forum: Questions and Help
- Topic: Which joint class will have this behaviour?
- Replies: 9
- Views: 5375
Re: Which joint class will have this behaviour?
That makes sense. Thanks for the help
- Wed Oct 03, 2012 12:59 pm
- Forum: Questions and Help
- Topic: Which joint class will have this behaviour?
- Replies: 9
- Views: 5375
Re: Which joint class will have this behaviour?
That is exactly what I am after thank you. One question though. If I create the joint at a particular point (Anchor) the final RevoluteJoint class connection position is not at the same point (Anchor) even though the entity rotates around it correctly. Arguments passed into RevoluteJoint new Revolut...
- Tue Oct 02, 2012 1:21 pm
- Forum: Questions and Help
- Topic: Which joint class will have this behaviour?
- Replies: 9
- Views: 5375
Which joint class will have this behaviour?
I would like to add a joint to a single entity that acts like a thin rod at a fixed point in space (like a pivot point). The joint (rod) would be placed in the direction of the surface normal of the shape at the point at which it was created. The entity's rotation would then be constrained around th...
- Sat Sep 15, 2012 11:09 pm
- Forum: Questions and Help
- Topic: CompoundBody centre is not central?
- Replies: 12
- Views: 6482
Re: CompoundBody centre is not central?
Excellent. Case solved! Thanks for the guidance