[Algorithms] Using RAPID within a rigid body simulator
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From: Pierre T. <p.t...@wa...> - 2000-08-17 09:40:27
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In rigid body simulations, one needs a correct estimation of the distance and contact points between two bodies, in order to: - backup the simulator in search of the exact collision time - compute an accurate collision response If you followed the recent GJK thread, you know this algorithm works well for such tasks. But what about other collision detection methods? For example, say I'm just using OBBs, as with RAPID. RAPID will detect collisions, but won't give me a distance or a pair of closest points. Does it mean it can't be used efficiently within a rigid body simulator ? I think I'm missing something there. Pierre |