FindCollidingPairsGeneric inside a collision tree

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Re: FindCollidingPairsGeneric inside a collision tree

Postby arkeon » Sun Sep 21, 2014 6:48 am

ho yes just saw the difference.

so even if I have a NewtonBodyGetFirstContactJoint
I could have no contac in NewtonContactJointGetFirstContact ?

will try that
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Re: FindCollidingPairsGeneric inside a collision tree

Postby arkeon » Sun Sep 21, 2014 6:54 am

Yes it works :)
So this was not a bug.

Thanks !
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Re: FindCollidingPairsGeneric inside a collision tree

Postby manny » Sun Sep 21, 2014 6:55 am

yeah, so the broadphase generated the contact pair but no contact was found in the narrowphase. As i mentioned earlier. :D

EDIT: fixed typo 8)
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Re: FindCollidingPairsGeneric inside a collision tree

Postby arkeon » Sun Sep 21, 2014 6:56 am

yes contact in the broadphase but not in the narrowphase you mean ;)
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Re: FindCollidingPairsGeneric inside a collision tree

Postby manny » Sun Sep 21, 2014 6:57 am

yeppers :)
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Re: FindCollidingPairsGeneric inside a collision tree

Postby Julio Jerez » Sun Sep 21, 2014 7:44 am

arkeon wrote:Ok thanks, so contacts joint are only detected by AABB detection ?

yes this is correct.
contact here meant a ConctactJoint, which is a constraint.

the broadPhase in newton is simple a manager that create and destroy contact joints.
the same way a joint can be disable by simple returning zero in the SubmitConstraint callback, at contact joint can also be disable by returning 0 in its SubmitConstraint callback.

ContaJoint persist as long as the AABB plus some Broaphase Padding overlap,

when iteration ove contact joints with these functions
NewtonBodyGetFirstContactJoint /NewtonContactJointGetFirstContact ?

you must use function NewtonJointIsActive (joint);
to determine is the joint has valid contapoints or not
here is and example from Custom trigger manager
Code: Select all
void CustomTriggerManager::UpdateTrigger (CustomTriggerController* const controller)
{
   NewtonBody* const triggerBody = controller->GetBody();
   dTree<NewtonBody*,NewtonBody*>& manifest = controller->m_manifest;

   for (NewtonJoint* joint = NewtonBodyGetFirstContactJoint (triggerBody); joint; joint = NewtonBodyGetNextContactJoint (triggerBody, joint)) {

      int isActive = NewtonJointIsActive (joint);
      NewtonBody* const body0 = NewtonJointGetBody0(joint);
      NewtonBody* const body1 = NewtonJointGetBody1(joint);
      NewtonBody* const passangerBody = (body0 != triggerBody) ? body0 : body1;
      
      dTree<NewtonBody*,NewtonBody*>::dTreeNode* const passengerNode = manifest.Find (passangerBody);
      if (isActive) {
         if (passengerNode) {
            EventCallback (controller, m_inTrigger, passangerBody);

         } else {
            CustomScopeLock lock (&m_lock);
            manifest.Insert (passangerBody, passangerBody);
            EventCallback (controller, m_enterTrigger, passangerBody);
         }
      } else {
         if (passengerNode) {
            EventCallback (controller, m_exitTrigger, passangerBody);

            CustomScopeLock lock (&m_lock);
            manifest.Remove (passengerNode);
         }
      }
   }
}


having persistent contact joint simply lot of high level algorithm, and also make the engine a lo more efficient.
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Re: FindCollidingPairsGeneric inside a collision tree

Postby arkeon » Sun Sep 21, 2014 7:50 am

Ho ok I though it was NewtonJointGetCollisionState that was doing that.
So with NewtonJointIsActive I don't need to test the first contact in contact joint ?
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Re: FindCollidingPairsGeneric inside a collision tree

Postby Julio Jerez » Sun Sep 21, 2014 8:02 am

yes, you can look at the debug display funtions in the sandbox, that function is in several place to determine what joint are part of the simulation an which are part of the broaphase

this is also another difference between Newton 3.xx and 2.xx
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Re: FindCollidingPairsGeneric inside a collision tree

Postby arkeon » Sun Sep 21, 2014 8:02 am

Ok thanks
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