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Mesh distance query


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Posted

Hello

Is there some engine functions to have kd/octree, voxelisation, sdf?

if not, do you have any plans on integrating it? no one asked for this?

thanks

Posted

automatic mesh-mesh intersection detection

,convex shapes not the case due mesh complexity

,no manual shape annotation

so, probably, voxelization is best candidate, and for medium/large models there must be some acceleration structure

Posted

There is a separate spatial tree for intersections / collisions speedup (however, it's limited mostly to the MeshStatic objects, not for Skinned / Dynamic since they are often changes).

Do you have a mesh examples that can't be represented with convex shapes (screenshots or FBX)? If you have a test scene where you have some intersection / collision issues - could you please share it with us so we can check if that can be improved in the future SDK versions?

Thanks!

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Posted

as I can see, spatial tree works on node level, or there is one on mesh triangle level?

example could be two U-shaped meshes where convex do not let insert one in another without collision

Posted

Indeed, there are different spatial trees for different purposes plus a separate tree for the triangles that should be involved in collision / intersection.

You can always approximate geometry with multiple convex shapes (there is an addon for blender, not sure if it' still compatible with the latest versions) to reduce triangles count as much as possible.

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How to submit a good bug report
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Posted (edited)

Thanks, interesting link

how to use spatial tree for mesh triangles?

how to query in which spatial tree node triangle are? and its bounds

found only three methods in https://developer.unigine.com/en/docs/2.7.3/api/library/engine/class.world

and none in https://developer.unigine.com/en/docs/2.7.3/api/library/objects/class.objectmeshstatic

some samples or function names?

Edited by lightmap
Posted

There are no additional steps required, this tree automatically created on a first intersection / collision. It works independant from the other trees. Unfortunately, there is also no visualization available (there is no world_show_spatial console command analogue for intersection / collision).

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Posted

Then how to access spatial tree or its results?

Posted

The result of spatial tree usage for intersections / collisions is  basically a collision detection between objects (or detection may fail if objects are not collided). This structure is created for internal speed up.

How to submit a good bug report
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FTP server for test scenes and user uploads:

Posted

if separate spatial tree for collisions speedup (limited mostly to the MeshStatic objects) give result for collision detection between objects, then how to get this collision detection ?

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