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Discuss any questions about BEPUphysics or problems encountered.
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Zukarakox
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Joined: Mon Jul 10, 2006 4:28 am

Activity

Post by Zukarakox »

Couple things--

When a non-moving object is touching an intangible object, it can't goto sleep, fix please. :O

Clamping goes over 'isAlwaysActive', object will stop even though it can't goto sleep. Not really a big deal, but not sure if that was on purpose or not.

Clamping is also a wee bit pissy, when the putter reaches the bottom of stroke it goes 'LOL ITS NOT MOVING ANYMORE' :( Again, not a big deal, but geez it causes some weird behavior when combined with the restraints. (Making clamping lower solves problem)
i has multiple toes
Norbo
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Re: Activity

Post by Norbo »

I can't replicate the intangibility problem. The systems are pretty much unrelated; is the other entity isAlwaysActive? Or is the intangible body active itself? Those two cases would keep the other body awake. If you don't want that behavior between the bodies, you can modify the noncollidable lists between them or alter the collision filter. Both of those options will prevent the creation of controllers between the bodies, which keeps their simulation island separate (and allows them to go to sleep individually).

The other two are 'intended,' since that is just what clamping does. Once velocity goes below the specified clamping value, it gets set to zero. High values of clamping will show up in places you don't always it to. However, in v0.6.1, the length of time that entities are allowed to stay below the clamping limits is modifiable, so you could increase the time along with the clamp value to hopefully get rid of the artifacts (at the cost of taking longer to clamp/sleep).
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