Which physics object for a robot?
Posted: Tue Jul 21, 2009 12:40 pm
Hi.
I'm trying to work out the best way to use the BEPU physics engine to setup the physics for a robot. The robot is modular and each module has a moving part that rotates. I need the robot to be dynamic as the aim is to simulate how the modular robot can move around an environment.
The first type of physics object that I thought would work was a CompoundBody, and I have been using the internalOrientationMatrix and internalCenterPosition properties to get the sub-bodies to move the way I want them to and I change them at each update. This doesn't seem to be the type of thing CompoundBody was made for as the documentation says sub-bodies are meant to be fixed so I was wondering what people's opinions were on the best way to achieve what I want.
That said I have managed to get something which seems to work pretty well using the CompoundBody entity.
Any advice people can give me would be much appreciated.
Also I have been getting a StackOverflowException in BEPUphysics.dll when attempting to alter a CompoundBody (such as calling activate() or changing the internalOrientationMatrix) that is a sub-body of another CompoundBody which is dynamic. This only occurs when I change the child CompoundBody after the parent has been added to the Space. It will probably not be an issue for me as I can work around it, but reporting it in any case.
Cheers.
I'm trying to work out the best way to use the BEPU physics engine to setup the physics for a robot. The robot is modular and each module has a moving part that rotates. I need the robot to be dynamic as the aim is to simulate how the modular robot can move around an environment.
The first type of physics object that I thought would work was a CompoundBody, and I have been using the internalOrientationMatrix and internalCenterPosition properties to get the sub-bodies to move the way I want them to and I change them at each update. This doesn't seem to be the type of thing CompoundBody was made for as the documentation says sub-bodies are meant to be fixed so I was wondering what people's opinions were on the best way to achieve what I want.
That said I have managed to get something which seems to work pretty well using the CompoundBody entity.
Any advice people can give me would be much appreciated.
Also I have been getting a StackOverflowException in BEPUphysics.dll when attempting to alter a CompoundBody (such as calling activate() or changing the internalOrientationMatrix) that is a sub-body of another CompoundBody which is dynamic. This only occurs when I change the child CompoundBody after the parent has been added to the Space. It will probably not be an issue for me as I can work around it, but reporting it in any case.
Cheers.