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Author Topic: Bending Beam (Physic Engine)  (Read 1486 times)
udin
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« on: October 05, 2010, 10:11:07 PM »

Hello every body ...

We have a project to make visualization of bending beam (interactive). See picture (atatchment).
.
If the force (W) increase (value of W filled by user), the bending/hogging will increase.
Do you have any example for project like this ? We used VB6 and VB.net to develop this project.

Tanks
« Last Edit: October 05, 2010, 11:00:57 PM by udin » Logged
Toaster
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« Reply #1 on: October 06, 2010, 02:19:19 AM »

Good luck this isn't something easily achieved. Tongue

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Mithrandir
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« Reply #2 on: October 06, 2010, 02:42:17 AM »

You can try breaking the body into several sub bodies connected by joints with significant stiffness.
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Daniel Martinek


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« Reply #3 on: October 06, 2010, 02:59:26 AM »

I think this depends, on what you want to do.

If you are doing the calculations by yourself (which I assume you do) you can simply use a box with some tesselation in one direction and set the vertex positions using a function like SetGeometry. This should be easily fast enough.
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ZaPPZion
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« Reply #4 on: October 06, 2010, 03:33:02 AM »

Another solution would be to create the beam and some morph targets in a 3D package like 3ds max, and then morph between the different stages. It's not the easiest solution, but it might look good and it's something cool to learn.
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arnienet
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« Reply #5 on: October 06, 2010, 08:39:04 AM »

Or make a beam with about 20 vertices along its length for example.
Then put a bone at each end and weight the vertices towards the middle
with progressively less influence. You could then move the bones by -Y by force W
in code to achieve a realistic downward deflection relative to the force.

It's not a physics solution, but it would be relatively quick and easy to implement.
I might be able to help if required.
« Last Edit: October 06, 2010, 08:42:33 AM by arnienet » Logged

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jviper
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« Reply #6 on: October 06, 2010, 04:28:47 PM »

Sounds like what you really want is semi-rigid, or soft body physics support, which I do not believe the Newton Game Dynamics Physics Engine (which by the way is what the TVPhysics) does not support. I'd say the most convincing would be the beam as a TVActor with bones across it's length, physics bodies for each segment, and joints with stiffness between the physics bodies (joint collision disabled).
« Last Edit: October 06, 2010, 04:31:32 PM by jviper » Logged

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