A place to discuss everything related to Newton Dynamics.
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by fjpeces » Fri Dec 17, 2010 10:42 am
I have some questions about Newton, and I need your advice.
1. What i need is detect the collision betwen two meshes, and the scenario is the next: I need detect collisions betwen faces, so that Hull convex detection is useless in my case because of its collision detection behavior. I need accuracy.
One of the mesh will me moving inside another one, as a mouse running in a pipe and i want to detect internal collisions. I'm dummy in Newton and i need someone oriented me about what collision type i'd need in this case. I have tested Hull convex collision and it doesn't work in this case because always one mesh is inside another, it will detect the collision and i only want detect when the internal mesh touch some of faces of the external mesh. I don't know if my case it could be simulated using Newton or I have to use another physics engine. If someone wants to help me i could send a draw of my scenario.
Than you very much in advance!
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fjpeces
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by Julio Jerez » Fri Dec 17, 2010 11:37 am
No, use another physics engine
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by JernejL » Fri Dec 17, 2010 5:56 pm
Trimesh to trimesh collision isn't supported in newton, as there is very little need to perform this in realistic game scenario.
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by fjpeces » Sat Dec 18, 2010 7:42 am
Ok thank you. I'm very new working on these issues. So could anyone advice me which or what type physics engine is supporting mesh to mesh collision?
I have another cuestion would it possible implement ragdoll movements of a skeletal mesh from iirlicht using newton????
Thank you very very much for your replies.
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fjpeces
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by JernejL » Sat Dec 18, 2010 10:27 am
fjpeces wrote:Ok thank you. I'm very new working on these issues. So could anyone advice me which or what type physics engine is supporting mesh to mesh collision?
I'm not really sure, but those that do support it are usually very slow at it - making it unuseable for real world scenario usage.
fjpeces wrote:I have another cuestion would it possible implement ragdoll movements of a skeletal mesh from iirlicht using newton????
Yes, with joints.
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by Sash » Sat Dec 18, 2010 1:35 pm
Isn't it possible to build compond collision (resulting a hollow body) from several convex hulls ?
And why not using trimesh for a "pipe" and convex for a "mouse" ?
Another approach that's just came in mind - some kind of raycasting (especially, if your internal surface is a pipe).
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by JernejL » Sat Dec 18, 2010 4:32 pm
Sash wrote:Isn't it possible to build compond collision (resulting a hollow body) from several convex hulls ?
And why not using trimesh for a "pipe" and convex for a "mouse" ?
Another approach that's just came in mind - some kind of raycasting (especially, if your internal surface is a pipe).
You can build a compound collision that is concave and use that.
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JernejL
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by fjpeces » Sun Dec 19, 2010 6:36 am
I have just read this page in the wiki
http://newtondynamics.com/wiki/index.ph ... primitives.
I didn't find how Newton implement triMesh collosion object. May be it would be the solution a trimesh for a "pipe" and convex hull for a "mouse".
in My scenario more exactly the internal mesh "mouse" goes ahead inside the "pipe" without contact with the walls of the pipe, therefore i need a collision which detects when both get contact (the mouse with some internal face of the pipe) All the time the mouse will be inside the pipe.
Thank you!!!!
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fjpeces
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by JernejL » Sun Dec 19, 2010 12:06 pm
That will work - as long as you don't attempt to move the "pipe".
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by fjpeces » Sun Dec 19, 2010 7:36 pm
Ok thank you!!
Thank you, but i have been reading in the wiki about collision topic and i didn't find anything about trimesh collision object. I have found about compound collision and hull convex collision object. I think, what i need is create a tree collision object which creates a collision object where each face is represented like a convex object, that's correct???
thank you!! i'll try it and i'll write here if i could find the solution of my problem or i need your advice again.
thank you very much again!!
One question more sorry, when the tree collision object (pipe) had been create and the convex hull object (mouse) either, when i check the collision betwen them, there will not be problems???
thank you!!!
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fjpeces
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by JernejL » Mon Dec 20, 2010 4:36 am
You can check for collisions and perform response automaticly with newtonupdate calls.
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by fjpeces » Tue Dec 21, 2010 12:11 pm
Thank you very much, as soon as i could, i'll put here the code of my example.
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