Applying movement to a FluidVolume

Discuss any questions about BEPUphysics or problems encountered.
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Crushinator
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Joined: Sun Mar 24, 2013 10:27 pm

Applying movement to a FluidVolume

Post by Crushinator »

My engine has water that moves up and down, like a tide. The fluid volume seems static, is there any way to change its position efficiently?
Norbo
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Joined: Tue Jul 04, 2006 4:45 am

Re: Applying movement to a FluidVolume

Post by Norbo »

FluidVolume's a bit ancient so it's not quite as clean and doesn't have a nice Position property, but you can move it by setting the SurfaceTriangles. You can either give it a whole new list or change the individual values. If you change individual values, you'll also have to call RecalculateBoundingBox afterward.
Crushinator
Posts: 11
Joined: Sun Mar 24, 2013 10:27 pm

Re: Applying movement to a FluidVolume

Post by Crushinator »

Thanks I've give this a shot when I get a chance.
Crushinator
Posts: 11
Joined: Sun Mar 24, 2013 10:27 pm

Re: Applying movement to a FluidVolume

Post by Crushinator »

Thanks for the help, your suggestion ended up working for me. One thing I should mention however is that the ModelViewer doesn't seem to be updating the water plane as it moves.
Norbo
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Re: Applying movement to a FluidVolume

Post by Norbo »

That's expected for now; the fluid volume does not have the concept of a transform, so any modification of the triangles could be completely arbitrary as far as the drawer is aware. Such changes are assumed to require a display object recreation. That'll probably change when the FluidVolume gets a nice thorough redo, but it isn't particularly high priority.
Crushinator
Posts: 11
Joined: Sun Mar 24, 2013 10:27 pm

Re: Applying movement to a FluidVolume

Post by Crushinator »

Sounds good. Thanks for the prompt responses by the way. And I'm loving this engine, it definitely seems like the best choice for an XNA physics engine. For years I've been using JigLibX and it just wasn't cutting it. There were numerous bugs and missing features, and support for it stopped a long time ago.

I'm curious, what kind of release schedule is BEPU on, and how many developers are working on it? I noticed the last version is almost a year old, so I wasn't sure if any new versions were expected, especially since XNA was confirmed to cancelled by Microsoft. So far it's had every feature that I've needed, I'm curious what kind of work remains. Anyway, thanks again, for your help and a great physics engine solution.
Norbo
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Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Applying movement to a FluidVolume

Post by Norbo »

Sounds good. Thanks for the prompt responses by the way. And I'm loving this engine, it definitely seems like the best choice for an XNA physics engine.
Glad you like it :)
I'm curious, what kind of release schedule is BEPU on
At the moment, it's on the "procrastinate a long time until a confluence of factors inevitably requires the packaging of a new release." Updates to the development fork are quite a bit more frequent since I don't have to do much tedious stuff :)
how many developers are working on it?
Basically just me! I'm not alone here in bepuland, but Squashwell busies himself on other projects.
I noticed the last version is almost a year old, so I wasn't sure if any new versions were expected, especially since XNA was confirmed to cancelled by Microsoft.
New versions are indeed expected (v1.3.0 is basically done). Due to the whole XNA-smoldering-death thing, the main/development branch will become dependency free, but XNA will still be available in a fork. More details can be found in this blog post.
I'm curious what kind of work remains.
This thread has a reasonably complete overview. The project we're working on will require some improvements to the core of BEPUphysics. Every remaining bit of speed we can get will be important. Physics development will come in spurts as I jump from subproject to subproject, though. (For example, the recent development fork commit history reflects my recent graphical focus.)
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