Search found 249 matches
- Sun Jun 10, 2012 9:17 pm
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11581
Re: How can I implement better collision detection for rolli
Also, the extra contacts list could be eliminated by combining the loops unless you had some other need for it. Not at this point. It might be useful for filtering contacts in the future. By combining the loops I presume you were suggesting using a double loop? float dot; int numContacts; int numPa...
- Sun Jun 10, 2012 8:54 pm
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11581
Re: How can I implement better collision detection for rolli
You may find that using the contact RelativeVelocity dotted with the contact normal produces more intuitive results The '0.1f' value will be tweaked but is this looking correct? I presumed the absolute value would be required. // Gather all contacts for this frame int numPairs = entity.CollisionInf...
- Sun Jun 10, 2012 8:24 pm
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11581
Re: How can I implement better collision detection for rolli
NormalImpulses will scale with the involved objects' masses and relative velocity Would it work to scale based on ranges for unit mass and unit velocity? So in other words if I knew the ignorable impulse range for two objects with a mass of 1 and velocity whose length is 1 then I can multiply that ...
- Sun Jun 10, 2012 8:04 pm
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11581
Re: How can I implement better collision detection for rolli
Thanks Norbo, I'll code a bit more knowing I'm on the right track. Just using some contact list analysis will likely be more natural and convenient. Which event should I hook up for this purpose? If the goal is to trigger whenever a fairly strong impact is detected, regardless of which object is ass...
- Sun Jun 10, 2012 7:07 pm
- Forum: Questions and Help
- Topic: How can I implement better collision detection for rolling?
- Replies: 21
- Views: 11581
How can I implement better collision detection for rolling?
I would like to implement collision detection for an object that ignores rolling and requires a certain impact force in order to register. I'm currently overriding the 'Events_InitialCollisionDetected' method, is this the best one to use? protected override void Events_InitialCollisionDetected(Entit...
- Fri Jun 01, 2012 11:14 pm
- Forum: Questions and Help
- Topic: TriangleShape RayTest method with compound bodies.
- Replies: 6
- Views: 4017
Re: TriangleShape RayTest method with compound bodies.
Excellent stuff, the ToolBox method is a great idea. for (int t = 0; t < numTriangles; ++t) { TriangleShape tri = compoundBody.Shapes[t].Shape as TriangleShape; Matrix m = compoundBody.Shapes[t].LocalTransform.Matrix * compoundBody.WorldTransform; Vector3 a = Vector3.Transform(tri.VertexA, m); Vecto...
- Fri Jun 01, 2012 10:56 pm
- Forum: Questions and Help
- Topic: TriangleShape RayTest method with compound bodies.
- Replies: 6
- Views: 4017
Re: TriangleShape RayTest method with compound bodies.
The problem is that the triangles have to be DoubleSided as they belong to a hollow mesh that should constrain objects inside and react to objects outside. The ray cast route is probably the only viable option then?
I apologise I should have mentioned this before.
I apologise I should have mentioned this before.
- Fri Jun 01, 2012 10:18 pm
- Forum: Questions and Help
- Topic: TriangleShape RayTest method with compound bodies.
- Replies: 6
- Views: 4017
Re: TriangleShape RayTest method with compound bodies.
However, this sort of sidedness calculation is automatic if you use a MobileMesh and pick Clockwise or Counterclockwise for the sidedness. I would like to calculate the contact normal to do a dot product with the camera forward (same as camera culling). I don't think the sidedness can help with thi...
- Fri Jun 01, 2012 8:57 pm
- Forum: Questions and Help
- Topic: TriangleShape RayTest method with compound bodies.
- Replies: 6
- Views: 4017
TriangleShape RayTest method with compound bodies.
I'm performing a ray test against every triangle in a compound body in order to ignore those that are intersected but are facing away from the camera (i.e. culled) // Test ray against all triangles that make up the hollow object var compoundBody = hollowObject.Entity as CompoundBody; int numTriangle...
- Fri Jun 01, 2012 4:08 pm
- Forum: Questions and Help
- Topic: 'GravitationalField' - How do I get the field to ignore?
- Replies: 4
- Views: 2848
Re: 'GravitationalField' - How do I get the field to ignore?
changing it to a single direct entity equality test would probably be marginally faster Good point: public class InfiniteForceFieldShapeCustom : ForceFieldShape { public Entity owner; public InfiniteForceFieldShapeCustom(Entity owner) { this.owner = owner; } /// <summary> /// Determines the possibl...
- Fri Jun 01, 2012 3:26 pm
- Forum: Questions and Help
- Topic: 'GravitationalField' - How do I get the field to ignore?
- Replies: 4
- Views: 2848
Re: 'GravitationalField' - How do I get the field to ignore?
Thanks Norbo. So something like this wouldn't be too bad an implementation I hope: public override bool IsEntityAffected(Entity testEntity) { var o = testEntity.CollisionInformation.Tag as GravitationalFieldPrimitive; return o == null ? true : false; } Also, the new version (1.2.0) is great! :)
- Fri Jun 01, 2012 9:52 am
- Forum: Questions and Help
- Topic: 'GravitationalField' - How do I get the field to ignore?
- Replies: 4
- Views: 2848
'GravitationalField' - How do I get the field to ignore?
I have an entity associated with a GravitationalField class. This means that I have a kinematic or dynamic model that denotes the origin of the field. The entity is there so it can be interacted with via a GUI. The position of the GravitationalField is always at the centroid of the associated entity...
- Fri Sep 30, 2011 8:26 pm
- Forum: Questions and Help
- Topic: Is there a built in way to limit entity velocities?
- Replies: 3
- Views: 2697
Re: Is there a built in way to limit entity velocities?
though if you want a limit, it would only correct it if over the maximum velocity, and it needs to protect against zero velocity NaN's I could always use LengthSquared and put the sign back in afterwards; saves a square root calculation. Would also make it easier to protect against zero velocity wi...
- Fri Sep 30, 2011 8:23 pm
- Forum: Questions and Help
- Topic: FluidVolume surface triangles. Are they always coplanar?
- Replies: 3
- Views: 2652
Re: FluidVolume surface triangles. Are they always coplanar
That's cool. I'll focus my attention elsewhere when using the engine.I am not sure when or if I'll get around to actually releasing such a feature; I try to balance features with how useful they end up being. Game-usable fracture simulation and other things are more valuable at this point.
- Fri Sep 30, 2011 12:23 pm
- Forum: Questions and Help
- Topic: FluidVolume surface triangles. Are they always coplanar?
- Replies: 3
- Views: 2652
FluidVolume surface triangles. Are they always coplanar?
When using a FluidVolume to represent some fluid in a container there seems to be no change to the SurfaceTriangle vertices when objects are thrown in the water. Is this something that you have considered adding to BEPU at some point? No response occurs if I were to grab an object containing a Fluid...