I've encountered a couple of issues in the transition from XNA to dependency free BEPU.
- TriangleMesh.GetVerticesAndIndicesFromModel(Model model, out Vector3[] vertices, out int[] indices) no longer exists.
- Assembly generation -- Referenced assembly 'BEPUphysics.dll' targets a different processor
What is the current method for the first issue and why am I encountering the second issue?
I'm using the latest dependency free version found here: http://bepuphysics.codeplex.com/SourceC ... changesets
EDIT:
There are also some missing methods for Vector3 such as Transform and TransformNormal.
Making the transition from XNA to dependency free
-
- Posts: 249
- Joined: Wed Nov 17, 2010 1:49 pm
Re: Making the transition from XNA to dependency free
It's now in the BEPUphysicsDemos in the ModelDataExtractor static class since the main library can't use XNA.- TriangleMesh.GetVerticesAndIndicesFromModel(Model model, out Vector3[] vertices, out int[] indices) no longer exists.
BEPUphysics should be compiled in a way compatible with the application. That is, if your application is x86, then BEPUphysics should be compiled with x86 or Any CPU, as opposed to x64.- Assembly generation -- Referenced assembly 'BEPUphysics.dll' targets a different processor
Those functions now belong to the transforms. Instead of Vector3.Transform with lots of overloads, there's Quaternion.Transform, Matrix3x3.Transform, and Matrix.Transform. The new organization has one-way dependency, making it consistent with the blender-BEPUik C++ port.There are also some missing methods for Vector3 such as Transform and TransformNormal.
-
- Posts: 249
- Joined: Wed Nov 17, 2010 1:49 pm
Re: Making the transition from XNA to dependency free
Excellent stuff, thank you Norbo. It all works perfectly now
Asides from the abundance of MathConverter.Convert methods it was a relatively painless transition!
Asides from the abundance of MathConverter.Convert methods it was a relatively painless transition!