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[NEWTON] Polygon precise collision / Attaching...
#107179
01/17/07 00:45
01/17/07 00:45
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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My main goal here is to create a "Polygon Precise Collision." Since newton simply uses a box or sphere method, I need to find another way to do this.
My two Ideas were these:
1) create a pre-compiled map entity... 2) Link several entities together to create one.
In either case, I need to accomplish Idea #2. Does anyone know of a good way to link Newton entities together? I tried using a hinge, but it didn't rotate with the base model...
Any help is appreciated... thankz...
xXxGuitar511 - Programmer
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Re: [NEWTON] Polygon precise collision / Attaching
[Re: xXxGuitar511]
#107180
01/17/07 20:48
01/17/07 20:48
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,659
San Francisco
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I think we need a version of newton that just works with poly meshes I'm not sure if the problem is specific to the plugin, or directly within the newton dll's. I am willing to bet it's the plugin not being set up to handle polycollision, but that Newton itself could do it. Are there any Newton experts know what's going on? Ventilator? 
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Re: [NEWTON] Polygon precise collision / Attaching
[Re: JetpackMonkey]
#107181
01/21/07 19:31
01/21/07 19:31
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Joined: Oct 2006
Posts: 36
BigM
Newbie
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Newbie
Joined: Oct 2006
Posts: 36
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The current newton engine supports polygon precise collision. You can check this from the example apps at http://www.newtondynamics.com/downloads.html, especially the playground. The problem is that the plugin available for GS does not support polygon precise collision. I don't know whether it is the old newton engine upon which the plugin was based or the plugin itself that don't support that feature. Anyway, the new newton engine has a lot of newer features, besides polycollision, that would be great to see implemented in GS, but as long as noone takes the time to build the pluguin/frontend... As has been concluded in many other posts... we must wait! As to how you may link/group objects to form more complex collision shapes, using the available plugin and old newton dll, you should have a look at http://www.newtondynamics.com/downloads/NGDdemo.zip. I found somewhere (maybe [censored]?) the plugin installer which also had the source levels and scripts for this app. If you can get your hands on this, you will be able to see how the 'cylindrical' drums were modelled, for example.
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Re: [NEWTON] Polygon precise collision / Attaching
[Re: RobH]
#107184
01/24/07 00:39
01/24/07 00:39
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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@ventilator: Do you have any knowledge of how to do this? I tried using a hing, but I couldn't set the omega for it. IDK - I'll keep messin' with it... Thankz...
xXxGuitar511 - Programmer
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Re: [NEWTON] Polygon precise collision / Attaching
[Re: slacker]
#107186
01/27/07 03:11
01/27/07 03:11
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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no...
ADD: You would have to use seperate models and ball-constraints for that. I'd recommend this:
place your model in the level. Then, create another invisible "skeleton" of the model using newton. Then simply set your models bones to the position of the "skeleton".
Last edited by xXxGuitar511; 01/27/07 03:14.
xXxGuitar511 - Programmer
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Re: [NEWTON] Polygon precise collision / Attaching
[Re: Stelynn]
#107188
01/28/07 22:24
01/28/07 22:24
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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i don't have much time for this at the moment so it would be great if several people could work together. the first necessary steps would be: - figure out how to use external dlls with lite-c (<edit> it's described here: http://www.conitec.net/beta/litec_api.htm </edit>)
- figure out how to best access the geometry of models (probably the most elegant way would be to access the direct3d mesh buffers of models but i have no experience with this and i it always takes me ages to dig through the microsoft docs. would be great if someone could help here. the other possibility would be to use a c-dll wrapper of mdl7.lib.)
- some utility functions for converting between newton matrices and xyz/pan tilt roll/scalexyz (i can provide those)
the rest should be relatively easy. it should be just a matter of building more and more elaborate examples/tutorials/templates.
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