Search found 4546 matches

by Norbo
Sat Apr 25, 2020 7:23 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 89
Views: 470945

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...
by Norbo
Wed Apr 22, 2020 7:27 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 89
Views: 470945

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 ...
by Norbo
Wed Apr 15, 2020 7:27 pm
Forum: Questions and Help
Topic: Bepuint and solver discrepancies
Replies: 3
Views: 10321

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...
by Norbo
Sat Apr 11, 2020 9:49 pm
Forum: General
Topic: Bepu handedness
Replies: 1
Views: 8533

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...
by Norbo
Fri Apr 10, 2020 9:06 pm
Forum: Questions and Help
Topic: removing lots of statics crash
Replies: 5
Views: 10517

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.
by Norbo
Fri Apr 10, 2020 7:19 pm
Forum: Questions and Help
Topic: removing lots of statics crash
Replies: 5
Views: 10517

Re: removing lots of statics crash

There we go, reproduced- static ApplyDescription is busted. Working on it now.
by Norbo
Fri Apr 10, 2020 12:52 am
Forum: Questions and Help
Topic: removing lots of statics crash
Replies: 5
Views: 10517

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...
by Norbo
Thu Apr 09, 2020 11:42 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 12
Views: 20215

Re: Character controller crossing seams

Yup, you could. For a heuristic that simple, you could also use the contact callbacks to modify the normal.
by Norbo
Tue Apr 07, 2020 11:48 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 12
Views: 20215

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...
by Norbo
Tue Apr 07, 2020 8:02 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 12
Views: 20215

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...
by Norbo
Wed Apr 01, 2020 9:55 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 12
Views: 20215

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...
by Norbo
Wed Apr 01, 2020 9:44 pm
Forum: Questions and Help
Topic: Does Bepu v1 supports query overlapped object?
Replies: 10
Views: 17830

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.
by Norbo
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: 8622

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...
by Norbo
Wed Apr 01, 2020 1:39 am
Forum: Questions and Help
Topic: Does Bepu v1 supports query overlapped object?
Replies: 10
Views: 17830

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...
by Norbo
Tue Mar 31, 2020 8:08 pm
Forum: Questions and Help
Topic: Make a Object not collidable temporarily
Replies: 2
Views: 8917

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.