Login
Username:

Password:

Remember me



Lost Password?

Register now!
Main Menu
H3D.org Feeds

Forum Index


Board index » All Posts




Re: Collision detection
#1
Webmaster
Webmaster


I don't quite get the problem.
The mouse/avatar interaction in H3D is implemented using simple lineIntersect/closestPoint and movingSphereIntersect virtual functions which will (as the name indicates) simply find the intersection with objects and a line, or the closest point on an object to a point in space or the first place along a line in which a sphere intersects the object (swept sphere, moving sphere).

There are a couple of navigation modes.
EXAMINE - (keyboard shortcut e) will let the user navigate around the centerOfRotation of the current viewpoint. There is no collision between the avatar and the objects when this is used.
LOOKAT - (keyboard shortcut l) Let the user select the centerOfRotation for the current viewpoint by clicking on an object (perhaps it is only temporary, can't remember). No collision between avatar and objects are considered.
WALK/FLY - (keyboard shortcut w/f) Collision between avatar and objects are considered. Arrow keys control direction of walking relative to current viewpoint. Mouse changes viewpoint. When fly is enabled one can use mouse to change direction up/down.


Each X3DGeometryNode is a separate object. X3DGeometryNodes are such things as Sphere and IndexedTriangleSet.

Posted on: 5/29 8:04
Top


Collision detection
#2
Just popping in
Just popping in


Hi,

I am currently working on the implementation of the collision in the H3DViewer. I am trying to add support for more than one object inside a model.

The issue is that if more than one object is inside a model, the behavior is very weird. When you focus on an single object (click on it), instead of being able to change that object, it is always the same object which is in focus. This prevents translation, rotation and collision from working properly (on more objects). My first goal is for this to work with mouse and keyboard as input devices.

So, how can I split the objects so that they are considered separately (which would hopefully solve the above-mentioned issue)? Furthermore, how can they be marked as touchable?
Also, which classes are used to call the translation and collision detection between objects? In some methods, there are some TODOs, so would this be a problem for the thing I am trying to do.

Thank you!

Posted on: 5/26 9:31
Top


Re: Proper way to close a H3D program?
#3
Quite a regular
Quite a regular


Hmm. Interesting, the old setups does not have DP, and we sent away the new hardware yesterday. So I can't test the theory now.

I could test it when we get new hardware again... I will try the new screen with the old computer setup, I forgot to do that earlier this week.

Posted on: 5/18 13:14
Top


Re: Proper way to close a H3D program?
#4
Webmaster
Webmaster


It might be the DisplayPort actually...
You don't happen to have a DisplayPort on the old setup, or a DVI-D on the new setup?

Just for tests. I think we had some issues which stopped occurring when switching monitor/computer connection.

Posted on: 5/18 11:31
Top


Re: Proper way to close a H3D program?
#5
Quite a regular
Quite a regular


We got some new hardware this week and the problem does not occur for this problem so it seems to be hardware specific maybe?

The new setup:
GTX 1060 3GB
Windows 10
H3D Trunk-version
Screen: 24" DP VG248QE (using DisplayPort)

Old setup:
GTX 960 2GB
Windows 7
H3D Trunk-version
Screen: BenQ XL2411Z (using DVI-D)

Edit:
Note that we have multiple setups of the "old" version and the problem occurs on every one of them.

Posted on: 5/18 8:53

Edited by emilpalm on 2017/5/18 9:09:43
Top


Re: Packaging H3DAPI application
#6
Quite a regular
Quite a regular


Thank you, will check through that!

Posted on: 5/1 11:30
Top


Re: Packaging H3DAPI application
#7
Webmaster
Webmaster


Sorry, yes disable it, I corrected my answer above for future reference.

Right, cha3d is probably not built for vs2015 since you were using that external.

H3DUtil.h, HAPI.h, H3DAPI.h and H3DPhysics.h all have "HAVE_XYZ" style defines which features are enabled.

Posted on: 4/28 15:45

Edited by Markus on 2017/5/5 14:22:04
Top


Re: Packaging H3DAPI application
#8
Quite a regular
Quite a regular


Should I not Disable the H3D_INCLUDE_GPL_EXTERNALS flag? (Currectly enabled)

CMake does not find the Chai3D paths anyway in our build so I guess it is not included.

Is there some easy way to determine which libs we use?
Is there a list (or something) telling what the different libs do and in which part of H3D they are used?
Or is it just to go through them all?

Thanks for the informative replies!

Posted on: 4/28 11:07
Top


Re: Proper way to close a H3D program?
#9
Quite a regular
Quite a regular


With trunk version setting Quad_buffer_stereo with H3DViewer does not changing back the monitor mode (tested both our application and the gravity example I've sent in another thread).

Setting the Quad_buffered_stereo attribute in settings file does not change back the mode, and finally setting the --rendermode QUAD_BUFFERED_STEREO parameter to H3DLoad.exe does not change back.


Posted on: 4/28 10:54
Top


Re: Proper way to close a H3D program?
#10
Webmaster
Webmaster


Could you use the h3dload.ini or settings file to enable quad_buffered_stereo or start H3DViewer with the flag that sets stereo mode so that you can test if it exists properly in H3DViewer?
That is, with trunk.

Posted on: 4/28 10:00
Top



TopTop
(1) 2 3 4 ... 957 »






(C) 2012 SenseGraphics AB    ---    Powered by XOOPS