Updating compound collision prims

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Updating compound collision prims

Postby Aphex » Wed Mar 17, 2010 11:48 am

Hi all,

Is there a way of updating a body's compound collision dynamically (i.e. adding or removing primitives), rather than deleting the body and re-creating it all over?
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Re: Updating compound collision prims

Postby Julio Jerez » Wed Mar 17, 2010 12:16 pm

at this time not, few peopel have requested that option.
Maybe I can add an option like Dynamics Compount on creation,

Coumpound collison are optimuze is a way to make teh querues the most effiecient, But is it a time consuming operatuion.
However is we settle fo a soem what less efficient queires then it is possible to make then dynamics using incremental Tree Rotations simulat to Red Black tree rotation.
Removing is very fast, adding is what makes it a problem.

I will add that option for 2.19, something like.

NewtonCollision* NewtonCreateCompoundCollision (const NewtonWorld* newtonWorld, int count, NewtonCollision* const collisionPrimitiveArray[], int shapeID, int type);

Where type is:
0 static constructions
1 dynamic constructions
Julio Jerez
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Re: Updating compound collision prims

Postby Aphex » Wed Mar 17, 2010 3:11 pm

Ah ok cheers.
I'd settle for just removing them for now :) I want to simulate sub-parts of an object being destroyed.
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Location: UK


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