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PostPosted: Tue Aug 02, 2011 5:47 pm 
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Joined: Sat Dec 30, 2006 8:19 pm
Posts: 4
Hi all,

the title does say it all. Is there an easy way to retrieve triangle data from the support map function (convex objects) ?

I saw some engines just randomly collecting points from the support map and giving that points into a convex hull generator. I also stumbled across some code which I don't fully understand. I implemented the code from here (http://www.xbdev.net/physics/MinkowskiD ... /index.php) and it works for all my test cases, but I don't understand why or why it should always return a closed triangle surface :(

My understanding so far:

1) Go to the left, right, up, down, forward, backward and build a octrahedron (consisting of triangles) from it.
2) foreach triangle: support in the 3 directions defined by the triangle vertices. If the 3 resulting points are not the same subdivide the triangle
into 4 subtriangles. If the generation threshold is reached and we have a triangle with 3 different support points, add it to the final list.

Why does this work? What do you use for algorithms?

Code:
public HullMaker(Shape shape, int generationThreshold)
   {
      float distanceThreshold = 0.0f;

      if (generationThreshold < 0) generationThreshold = 4;

      Stack activeTriList = new Stack();

      Vector3[] v = new Vector3[] // 6 Array
      {
         new Vector3( -1,  0,  0 ),
         new Vector3(  1,  0,  0 ),

         new Vector3(  0, -1,  0 ),
         new Vector3(  0,  1,  0 ),

         new Vector3(  0,  0, -1 ),
         new Vector3(  0,  0,  1 ),
      };

      int[,] kTriangleVerts = new int[8,3] // 8 x 3 Array
      {
         { 5, 1, 3 },
         { 4, 3, 1 },
         { 3, 4, 0 },
         { 0, 5, 3 },

         { 5, 2, 1 },
         { 4, 1, 2 },
         { 2, 0, 4 },
         { 0, 2, 5 }
      };

      for (int i=0; i < 8; i++)
      {
         ClipTri tri = new ClipTri();
         tri.n1         = v[ kTriangleVerts[i,0] ];
         tri.n2         = v[ kTriangleVerts[i,1] ];
         tri.n3         = v[ kTriangleVerts[i,2] ];
         tri.generation   = 0;
         activeTriList.Push(tri);
      }

      List<Vector3> pointSet = new List<Vector3>();

      
      // surfaceTriList
      while (activeTriList.Count > 0)
      {
         ClipTri tri = (ClipTri)activeTriList.Pop();

         Vector3 p1 = shape.GetSupportPoint( tri.n1 );
         Vector3 p2 = shape.GetSupportPoint( tri.n2 );
         Vector3 p3 = shape.GetSupportPoint( tri.n3 );
      
         //tri.n1 = p1;
         //tri.n2 = p2;
         //tri.n3 = p3;
      
         float d1 = (p2 - p1).LengthSquared();
         float d2 = (p3 - p2).LengthSquared();
         float d3 = (p1 - p3).LengthSquared();

         if ( Math.Max( Math.Max(d1, d2), d3 ) > distanceThreshold && tri.generation < generationThreshold )
         {   
            ClipTri tri1 = new ClipTri();
            ClipTri tri2 = new ClipTri();
            ClipTri tri3 = new ClipTri();
            ClipTri tri4 = new ClipTri();

            tri1.generation = tri.generation+1;
            tri2.generation = tri.generation+1;
            tri3.generation = tri.generation+1;
            tri4.generation = tri.generation+1;

            tri1.n1 = tri.n1;
            tri2.n2 = tri.n2;
            tri3.n3 = tri.n3;

            Vector3 n = 0.5f * (tri.n1 + tri.n2);
            n.Normalize();

            tri1.n2 = n;
            tri2.n1 = n;
            tri4.n3 = n;

            n = 0.5f * (tri.n2 + tri.n3);
            n.Normalize();

            tri2.n3 = n;
            tri3.n2 = n;
            tri4.n1 = n;

            n = 0.5f * (tri.n3 + tri.n1);
            n.Normalize();

            tri1.n3 = n;
            tri3.n1 = n;
            tri4.n2 = n;

            activeTriList.Push(tri1);
            activeTriList.Push(tri2);
            activeTriList.Push(tri3);
            activeTriList.Push(tri4);
            
            
         }
         else
         {
            ClipTri triKeep = new ClipTri();
            triKeep.n1 = p1;
            triKeep.n2 = p2;
            triKeep.n3 = p3;
            surfaceTriList.Add( triKeep );
            
            //m_points.Add(p1);
            //m_points.Add(p2);
            //m_points.Add(p3);
         }
      }



Thanks!


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