What's the basic 'actor' class in Bepu?
Posted: Sat Mar 26, 2011 9:37 am
Hi Guys,
First of all, great work on Bepu. It's great to have properly robust 3D physics on Windows Phone devices
Now my question is, what is the basic actor/body class in Bepu? That is to say, if I made three dynamic boxes, a static triangle mesh, and say a sphere what would their common base class be?
The samples reference things like boxes and vehicles so I'm not 100% sure, I've tried goign up their inheritance trees but I get lost along the way. My best guess so far is that Entity is the base class for such a thing?
Other questions I have are: How can I set if it is static or not ? Also is there a way to set userdata for entities? These are features I've found in PhysX/Farseer so just curious if there are equivalents in Bepu and how would I go about usng them
Reason I ask is because I'm writing a wrapper for Bepu in my 3D engine (noting personal, I wrap everything up
) and need to find a good 'base' class to use for my 'BepuActor' class 
Thanks for any help!
First of all, great work on Bepu. It's great to have properly robust 3D physics on Windows Phone devices

Now my question is, what is the basic actor/body class in Bepu? That is to say, if I made three dynamic boxes, a static triangle mesh, and say a sphere what would their common base class be?
The samples reference things like boxes and vehicles so I'm not 100% sure, I've tried goign up their inheritance trees but I get lost along the way. My best guess so far is that Entity is the base class for such a thing?
Other questions I have are: How can I set if it is static or not ? Also is there a way to set userdata for entities? These are features I've found in PhysX/Farseer so just curious if there are equivalents in Bepu and how would I go about usng them

Reason I ask is because I'm writing a wrapper for Bepu in my 3D engine (noting personal, I wrap everything up


Thanks for any help!