Don''t forget all of those loverly transformations on each point of your box to align in to you ships local axis ;-)
8 transformations vs. 1 for a sphere....
---Strange
Collision Response
I have only to do one transformation per box because I need only to transform the center of the box. The local axis of the box are the same as the axis of the ship (orientation is the same)I can precalculate the local axis for all the boxes of an object.
BTW I store the boxes in the following way: Center of the box (needs to be transformed for each box), 3 direction vector (one for each axis) which remain constant for all boxes of an object,
X,Y and Z dimension of a box (doesn''t need to be transformed cause independant of orientation)
Thus I need only one transformation for a box. Of course there is a small overhead for each object as I have to precalculate the orientation. But I can reduce this by a quick sphere check to determine if the object has a chance to collide.
However I need a way for a collision response and I wonder if I could surround each box by a sphere and do collision response with those spheres only. Did you do the same with your spheres ? Or won''t it work ??
BTW I store the boxes in the following way: Center of the box (needs to be transformed for each box), 3 direction vector (one for each axis) which remain constant for all boxes of an object,
X,Y and Z dimension of a box (doesn''t need to be transformed cause independant of orientation)
Thus I need only one transformation for a box. Of course there is a small overhead for each object as I have to precalculate the orientation. But I can reduce this by a quick sphere check to determine if the object has a chance to collide.
However I need a way for a collision response and I wonder if I could surround each box by a sphere and do collision response with those spheres only. Did you do the same with your spheres ? Or won''t it work ??
I don''t really understand "collision response"...?
It sounds like you''re talking about collision culling in some way, but you''re topic starter suggests how to react, (or trigger), some kind of "reaction" by your ships to the collision?
---Strange
It sounds like you''re talking about collision culling in some way, but you''re topic starter suggests how to react, (or trigger), some kind of "reaction" by your ships to the collision?
---Strange
---Strange
I mean collision reaction with collision response. I want my ships to bounce away from each other after they have collided and I want to take the surface into account. But there are some problems like mentioned in the topics above.
quote:
I want my ships to bounce away from each other after they have collided and I want to take the surface into account.
I think that''s called FEA (finite element analysis). And um, RT FEA is about 100years in the future...
To handle the rotational part, you need to know the centers of mass and need to calculate the rotational inertias upon collision... The total amount of kinetic energy needs to be preserved, and linear momentum can be converted into rotational momentum & vice-versa... I haven''t figure out how to do all this yet.
Magmai Kai Holmlor
- The disgruntled & disillusioned
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
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