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Opened 7 years ago

Last modified 7 years ago

#420 new PPS_project

Collisionshapes from Model - Autocollisionshapes

Reported by: jo Owned by: nobody
Priority: minor Milestone: Version 0.3 Codename: Castor
Component: Physics/ODE Version: 0.1
Keywords: PPS Cc:
Referenced By: References:

Description

So far the collisionshapes approximates our models using cubes and spheres. That is sufficient for most applications. On the other hand it takes a lot of time and effort to approximate a large model and there always will be errors.

We need the feature to be able to generate collisionshapes by the model:

<Model … hasautocollisionshape = true />

I am quite sure that this problem already has been solved. Start your research in the ogre wiki and at the bullet development site.

Change History (3)

comment:1 follow-up: Changed 7 years ago by zifloria

The Unreal Engine 3 / UDK way of handling collision shapes in modern games is to create a separate, simpler model in the modelling application and use that as a collision shape. This model needs to be made up of convex objects only. In UDK, this model can be autogenerated for simple objects.

So there are two possible ways of addressing this problem in Orxonox:

  • Adding the ability to specify a model (with the above restrictions) as a collision model to Orxonox.
  • Creating an exporter for Blender that produces an already valid Orxonox collision model. (most likely easier)

comment:2 in reply to: ↑ 1 ; follow-up: Changed 7 years ago by bknecht

Replying to zifloria:

The Unreal Engine 3 / UDK way of handling collision shapes in modern games is to create a separate, simpler model in the modelling application and use that as a collision shape. This model needs to be made up of convex objects only. In UDK, this model can be autogenerated for simple objects.

So there are two possible ways of addressing this problem in Orxonox:

  • Adding the ability to specify a model (with the above restrictions) as a collision model to Orxonox.
  • Creating an exporter for Blender that produces an already valid Orxonox collision model. (most likely easier)

I see you address Blender plugins in your two recent ticket comments.

I like it, but make sure that Ogre/Bullet can handle this the same way (or in a similar way) as UDK before you put any work into it.

comment:3 in reply to: ↑ 2 Changed 7 years ago by zifloria

Replying to bknecht:

Replying to zifloria:

The Unreal Engine 3 / UDK way of handling collision shapes in modern games is to create a separate, simpler model in the modelling application and use that as a collision shape. This model needs to be made up of convex objects only. In UDK, this model can be autogenerated for simple objects.

So there are two possible ways of addressing this problem in Orxonox:

  • Adding the ability to specify a model (with the above restrictions) as a collision model to Orxonox.
  • Creating an exporter for Blender that produces an already valid Orxonox collision model. (most likely easier)

I see you address Blender plugins in your two recent ticket comments.

I like it, but make sure that Ogre/Bullet can handle this the same way (or in a similar way) as UDK before you put any work into it.

Looks good: bullet wiki. However I don't know if all of bullet is implemented in Orxonox, but bullet can definitely handle it.

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