Hi I have a model that I want physical applications, but so far I've only worked with the basics boxes, spheres, etc.. And the drawing with the BruteModelDrawer that comes in the Demo.
But as I do to work with models that I have made in FBX, some are completely rigid, and others have a skeleton, I guess it has to be different for each case.
Just started using BEPU.
Thanks.
physics in my model
Re: physics in my model
It's highly recommended that you stick to simple convex shapes when at all possible. If concavity is needed, using a CompoundBody of multiple simple convex shapes works well. They will be faster than detailed mesh versions of the shapes.
If a simulation really needs a rigid mobile mesh, the engine provides a MobileMesh entity type. Try to keep the triangle count as low as possible for better performance. Using a separate mesh for collision and graphics is recommended.
If you just want a static mesh that can't move that acts as the environment, the StaticMesh will do the job. It is faster than the MobileMesh in cases where it can be used.
For a mesh with a skeleton, usually each individual part (upper arm, lower arm, upper torso, etc.) is a relatively simple shape (preferably a simple convex). Those pieces are then either positioned according to an animation or held together by constraints for a ragdoll. An example of a ragdoll can be found in the ragdoll demo: http://bepuphysics.codeplex.com/wikipag ... umentation
If a simulation really needs a rigid mobile mesh, the engine provides a MobileMesh entity type. Try to keep the triangle count as low as possible for better performance. Using a separate mesh for collision and graphics is recommended.
If you just want a static mesh that can't move that acts as the environment, the StaticMesh will do the job. It is faster than the MobileMesh in cases where it can be used.
For a mesh with a skeleton, usually each individual part (upper arm, lower arm, upper torso, etc.) is a relatively simple shape (preferably a simple convex). Those pieces are then either positioned according to an animation or held together by constraints for a ragdoll. An example of a ragdoll can be found in the ragdoll demo: http://bepuphysics.codeplex.com/wikipag ... umentation
Re: physics in my model
ok thanks, but i have a error.
in
An exception occurs: FormatException-> Unsupported vertex type in mesh.
I can do?
in
Code: Select all
TriangleMesh.GetVerticesAndIndicesFromModel(model, out vertices, out indices);
I can do?
Re: physics in my model
That error means the model you're trying to load contains information that the convenience method doesn't know how to parse. That convenience method is not a fundamental part of the physics engine- you can make your own vertex data extractor that works with whatever data you'd like to load. Either that, or use a model that it can figure out.
Note that the WP7 version of that method is more constrained in the formats it supports due to a bug in the XNA framework. If you're on WP7, the vertices must be one of the XNA built-in vertex types to function. But again, making your own extractor avoids this issue entirely.
Note that the WP7 version of that method is more constrained in the formats it supports due to a bug in the XNA framework. If you're on WP7, the vertices must be one of the XNA built-in vertex types to function. But again, making your own extractor avoids this issue entirely.
Re: physics in my model
I use it for WP7
you have any idea to do that, I guess there are more people with the same problem as me.
you have any idea to do that, I guess there are more people with the same problem as me.
Re: physics in my model
The XNA site (http://create.msdn.com/en-US) has some samples that involve extracting vertex data at built time, like the Triangle Picking sample. That's what I would recommend for WP7.
Re: physics in my model
another question, why is AffineTransform? in
var mesh = new StaticMesh(vertices, indices, new AffineTransform(new Vector3(0, 0, 10)));
var mesh = new StaticMesh(vertices, indices, new AffineTransform(new Vector3(0, 0, 10)));
Re: physics in my model
The AffineTransform transforms the vertices in the mesh. An AffineTransform is a linear transform and translation. Linear transforms include scaling, rotation, or shearing. It's similar to just providing a 4x4 matrix that includes scaling/rotation/shearing/translation, but avoids the superfluous fourth row of elements.
Re: physics in my model
thanks for the explanation.
already try the example set me said, but like I still can not get it right, I'm not clear what I am seeking, for example. What I want is to get the indices and vertices of the model from the processor or the processor model has some sort of readable form BEPU
already try the example set me said, but like I still can not get it right, I'm not clear what I am seeking, for example. What I want is to get the indices and vertices of the model from the processor or the processor model has some sort of readable form BEPU
Re: physics in my model
To create a mesh, a set of vertices (Vector3 array) and indices (int array) are needed and you can get them from anywhere. This sample shows how to use a content processor to get vertex data, start to finish: http://create.msdn.com/en-US/education/ ... g_triangle
For other approaches, I'd recommend searching the XNA forums.
For other approaches, I'd recommend searching the XNA forums.