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Improving collisions and self collisions
#9
(17-08-2017, 08:37 PM)josemendez Wrote: Hi!

Using self-collisions for this is a dead-end, as you might have discovered by now. It's just too many collisions happening at once, and lot of wasted performance just for keeping the rope coiled in place.

Also, particles are inherently spherical (that's what makes them so fast compared to regular colliders, as they are just a <position,radius> pair. They have no rotation information, therefore no quaternions or matrices involved in their simulation). They cannot be made into capsules or any other shape, as that would require to add a quaternion to express their rotation, a 3x3 matrix to represent their inertia tensor, etc... at that point we would be back to regular, unstable rigidbodies.

A much better approach to this would be to represent the coil itself with a static mesh. Append mesh vertices to it when the rope shortens, and remove vertices from it when the rope increases its lenght. This way maintaining the coil takes virtually 0 performance and you're only simulating the "free" end.

Yeah, I realised this!  Gran sonrisa


As I said before, It would be extremely usefull if I were able to freeze/unfreeze parts of the rope. But I though it would be possible only after the shape-matching constraints update. How can I do that thing with the vertices? Are there any documentation about it, any example?  Huh


Thanks (one more time, lol) in advance, Jose!
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Messages In This Thread
RE: Improving collisions and self collisions - by Pr0fitt3R - 22-08-2017, 07:09 PM