• Content count

  • Joined

  • Last visited

Community Reputation

121 Neutral

About hagerprof

  • Rank

Personal Information

  1. Rigidbody Attraction Orbit

    No problem.  Good luck on your project!
  2. Rigidbody Attraction Orbit

    You might also want to create a small buffer zone to reduce jitter:   if (buffer > abs(minDistance-distance) {       velocity=someConstant   // or  0 }
  3. Ray: distance travelled between 2 planes

    Before I forget, saturation is explained way better than I can do in this.   I think that I might still be not getting it, but your foglen essentailly is driven by the height of your fog itself.  So, if your camera is angled the same at point, but  as both move  (with no relationship change), foglen can change if the fog height grows.  This would work fine if you are approximating the fog thickness with the height of the fog.  I'm not sure that is what you want.   Why not use an equation like:   foglen = abs((cam.y-point.y)*Math.sqrt(ray.x*ray.x+ray.y*ray.y+ray.z*ray.z)/ ray.y)                              (add your math libs as needed)   where cam.y is your camera's y position?  You can apply a max or min if desired.
  4. Ray: distance travelled between 2 planes

    Oops, I forgot to hit post on this and fell behind in the discussion:   "I'm probably not totally understanding the context.   If y is positive down, your numerator will always be 0 because the fogTopY - point.y should always be negative.    If y is positive up, and your camera is always facing the ground (from the air), your denominator will always be 0.1, because pointDir.y will always be negative."   The article has a nice 3D solution.  However, it looked like it pre-solved the dot products in its code, which I don't think would fit your known data. Your code would have to do this.    Is ray.y equal to pointDir.y? Does ray.y have a fixed length? If so you may have a problem when you have a horizontally facing camera as the equation will approach infinity.  This would be right if your camera is in the fog, but would throw an exception.  If the camera were above the fog, it would give an incorrect answer.   Also, I'm assuming that the camera can be above or in the fog.  The article adeptly uses a saturation function to control the distance of non-traversed fog. Since you haven't used one, you'd probably need an "if" statement( especially if you don't have saturation available in your programming language.)   If you want we can work through a specific equation for your case(s).
  5. Ray: distance travelled between 2 planes

    What distance are you trying to find exactly?  Is it the distance along the camera path from the first plane intersection to the second plane intersection?
  6. shear and tensile force questions

    brucedjones is correct.  You should probably look up a good material model.  However, you can also do a quick and dirty answer since you know the stresses.    If you know the material (steel, wood, etc.) why not just compare the stresses to the material's respective yield stress?  This would allow you to see if it would fail under a elastic/perfectly plastic representation.  You could then avoid brucedjones suggestion of using a plasticity model.  BTW, yield strength in shear is usually around half of the materials yield strength.    Also, I'm assuming some when you say "withstand."   If you want to go a little more advanced without more work, you can go with the fracture strength of the material.  This will allow the material to stretch due to excessive forces before failure.   The fracture strength in shear will be around 3/4th that of the materials fracture strength.   If you want to see the shape change, unfortunately you'd have to employ a good constitutive equation, which there are a lot of good ones.  However, you'd have to go into some finite element modeling.