A place to discuss everything related to Newton Dynamics.
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by pHySiQuE » Mon Jan 28, 2013 10:27 pm
NewtonTreeCollisionGetVertexListIndexListInAABB is commented out in Newton.h at line 747, although the function is in the CPP file.
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pHySiQuE
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by Julio Jerez » Tue Jan 29, 2013 7:45 am
I need to modify it after the chnge to collsion intsance and I never did. are you using that function?
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Julio Jerez
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by pHySiQuE » Tue Jan 29, 2013 9:37 pm
We're not actually using it yet, but we will use it when I add projected shadows. We use this to quickly extract a surface from a big chunk of BSP geometry. So maybe we'll need it in about four weeks.
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pHySiQuE
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by belfegor » Wed Jan 30, 2013 6:13 am
I also need this function for decals.
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belfegor
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by Julio Jerez » Wed Jan 30, 2013 10:32 am
Ok I will renable it.
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by belfegor » Mon Feb 04, 2013 3:53 pm
Bump. It is still disabled.
I hope you are well and in a good health?
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belfegor
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by Julio Jerez » Tue Feb 05, 2013 10:22 am
I know, I had to complete the refactoring of the material and contact first.
Now I will re enable that function
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by Julio Jerez » Tue Feb 05, 2013 1:15 pm
Ok thsi funtion is back on, teh name now is: NewtonTreeCollisionGetVertexListTriangleListInAABB
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Julio Jerez
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by belfegor » Tue Feb 05, 2013 5:23 pm
Thank you for update.
Now to wait for player controller changes too.
EDIT: Just tried this function. How can vertexCount be so high comapared to tri count returned? i expected to be something like 3 * triCnt.

Unless it returns total vertex count in collision shape?
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belfegor
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by Julio Jerez » Wed Feb 06, 2013 10:30 am
The vertse count is the total vertex in the collsion tree, teh funtion does no make a copy of the vertices if juist pass the pointe and the veretx count,
teh only thong is does is tha if find teh indice to the face intersecting teh AABB and copy the to the index array passed by teh function.
think of D3D making a huge veretx array and only rendering some face out of that array.
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by belfegor » Wed Feb 06, 2013 5:05 pm
I have more stupid question.
What do you think, is it better to use this function for gathering face attributes for player feet or to do that in material callback, when you finish player controller?
Is it expensive to call it every frame compared to same thing in material callback, consider that will be called also for multiple AI agents as well ?
Thank you for your time.
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belfegor
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by Julio Jerez » Thu Feb 07, 2013 1:41 pm
Locig say the traping the id durin teh call back wousl save time.
however software develeopeen is crazy, each tiem I make prediction liek that, I come out wrong.
I would try both see whi si better. I can certann;ly see that NewtonTreeCollisionGetVertexListIndexListInAABB can be more flexible, but if I have to guess I say teh callback is more efficient
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