Re: [Algorithms] Using RAPID within a rigid body simulator
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From: Pierre T. <p.t...@wa...> - 2000-08-17 14:22:13
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I'm glad to see it works! Exactly what I wanted to see confirmed, thanks. > No, I successfully postprocess RAPID's output to do that. Specifically, I > need a vertex-face pair or an edge-edge pair to be used as contacts. RAPID Agreed, those are the usual suspects. > gives you intersecting triangle pairs, but if you look at where those > triangles were one step earlyer (before they intersected) you can do some > distance computations to find which of their features (verticed and edges) > were the closest at that point, which gives the vertex face and edge pairs. This is what I was expecting to do, since this is the method used in Q-Collide as well. I was actually wondering what kind of distance computation would be the best here. I mean, while I'm at it I guess I can use Johnson's distance subalgorithm on two triangles reported by RAPID as intersecting in the next frame. But maybe there's no need for such a tool, and simpler distance computations can be used. Would you mind sharing some details there? (..oh... wouldn't this code be included in Source Commander ? - I think that was the name of the project IIRC. I'll check that.) > The rigid body simulation itself typically doesn't need to track closest > points, unless they are really close, as above. Permanent closest point > tracking between objects is usually used to speed up the collision detector > (temporal coherence). I don't follow you there. To me, permanent closest point tracking (as used in I-Collide for example) is only used to waste CPU time :) Because most of the time you just don't need them: you just need them when there's a collision. Makes sense ? Pierre |