Gamestudio Links
Zorro Links
Newest Posts
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (AbrahamR, 7th_zorro, dr_panther, 1 invisible), 702 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Precise Collision (polygon-level) - moving object #140905
07/13/07 12:55
07/13/07 12:55
Joined: Jul 2005
Posts: 27
A
andibeh Offline OP
Newbie
andibeh  Offline OP
Newbie
A

Joined: Jul 2005
Posts: 27
We are currently working working on a technical mixed-reality simulation which is implemented as a MDL-only level and includes following models / actors:

1. simple, static objects that represent a workpiece
2. a movable medium-poly object (30.000 polys) that represents a tool

The tool is now moved by 6 DOF data (each 3 for position and 3 for angles) that comes from a magnetic tracking system.

The same setup as in the 3DGS application is also existing as a real-life model, made out of plastics and with the magnetic tracking system attached to it.
So this real-life model in theory provides a perfect collision system alss for the 3DGS application in avoiding the tool penetrating the workpiece.

In reality the tracking system is not accurate enough to avoid any penetration.

So we had the idea to add in parallel another collision detection in 3DGS.

The requirements would be:
1. Work in conjunction with the 6 DOF data input
2. Return precise Collision at polygon-level - also for the moving object
3. Return the number and time of contacts between tool and workpiece (for generating a training score)

So far I have experimented with c_move (no hull at poly_level possible - no precise collision possible) and 3DGS-physics (strange results - how to use tracking-data in parallel to physics?).

Has anybody any advice how we could solve our problem? Saw the impressive demo of the liteC integration of the Newton engine ...

BTW: we are currently using 3DGS 6.6. Update to v7 would be no problem it it had any advantage.

Re: Precise Collision (polygon-level) - moving obj [Re: andibeh] #140906
07/13/07 18:10
07/13/07 18:10
Joined: Jul 2007
Posts: 50
N
Nomad Offline
Junior Member
Nomad  Offline
Junior Member
N

Joined: Jul 2007
Posts: 50
This Thread may be of help, it shows how to get c_move polycollision happening.

Re: Precise Collision (polygon-level) - moving obj [Re: Nomad] #140907
07/13/07 22:32
07/13/07 22:32
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
you can use events (look up event_friction in the manual) to detect collision details when using the built in physics engine.

that's all the advice i've got -- i'm in a rush.

julz


Formerly known as JulzMighty.
I made KarBOOM!

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1