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Larmor-Physx: Voronoi shatter C++ API on Bullet collisions

Posted: Thu Sep 26, 2013 10:38 pm
by PierPaoloCiarravano
Dynamic Voronoi shatter C++ API for non-convex triangle meshes with BulletPhysics dynamic shatter on objects collision
  • The project implements a Voronoi shatter of non-convex closed triangles meshes using C++ and CGAL
  • The algorithm has been applied to BulletPhysics to shatter the objects on the collision points
  • BulletPhysics btGImpactCollisionAlgorithm Class has been modified to handle the collisions for non-convex triangle meshes: http://code.google.com/p/larmor-physx/s ... 253Dclosed
  • The Class PhysicsCore is the main class that manages all the physics using BulletPhysics and that shatters the object on the collision points: http://code.google.com/p/larmor-physx/s ... csCore.cpp
  • The C++ API can calculate the mesh's volume and the inertia tensor using the volume 3D Triangulation
  • The shatter uses the Voronoi brute force algorithm implemented in multithreading
  • The cut faces are rebuilt using the Constrained Delaunay triangulation
  • The triangles mesh can contain multiple holes and cavities with nested objects
  • The algorithm can separate the disjointed surfaces
  • I have created: an API for the dynamic objects and scenes description, an OpenGL scene viewer and a RenderMan RIB scene generator with motion blur
  • The project is also used in my LarmorVoronoi Shatter Plugin for Maya 2012/2013/2014: http://www.larmor.com/LarmorVoronoiMayaPlugin/
  • The RenderMan RIB scenes have been rendered using 3Delight with motion blur
  • The project uses Boost C++ API (Containers, Threads and Serialization) and Intel Threading Building Blocks (TBB)
The Larmor-Physx project is Free Software released under the GNU/GPL License.

Google code Larmor-Physx project's page and source repository: http://code.google.com/p/larmor-physx/
Video Demo of the Larmor-Physx project: http://www.youtube.com/watch?v=2iFlHiCOn-Q

Re: Larmor-Physx: Voronoi shatter C++ API on Bullet collisio

Posted: Wed Jul 23, 2014 3:49 pm
by miraclep
Thanks for your work.

Re: Larmor-Physx: Voronoi shatter C++ API on Bullet collisio

Posted: Thu Jul 24, 2014 12:10 pm
by PierPaoloCiarravano
Hi Miracle,

Thank you very much for your interest.

Give me this weekend and I'm going to write a Cmake script in order to compile easily the standalone application. I will also upload an example video with some output long animations.
I will post on this forum on next Tuesday!

Anyway if you have a hurry, on the Google code svn repository project there is the Cmake script used for the Maya plugin that with some changes can be used to compile the standalone application.

Also on the same Google code svn repository there is the windows binary version that is called Revano.exe, but this binary version is not updated with the last changes and was only the first release.

Kind Regards,

Pier Paolo

Re: Larmor-Physx: Voronoi shatter C++ API on Bullet collisio

Posted: Tue Jul 29, 2014 11:46 pm
by PierPaoloCiarravano
Hi Miracle,

I'm sorry, unfortunately I still didn't have time to work on it, I hope I can find some time on this week. I will reply here soon!

Thanks
Pier Paolo

Re: Larmor-Physx: Voronoi shatter C++ API on Bullet collisio

Posted: Mon Aug 04, 2014 12:17 am
by PierPaoloCiarravano
I added just a video of animations demo generated using Larmor-Physx and LarmorVoronoi shatter C++ API with the OpenGL viewer (RevanoVX):

http://www.youtube.com/watch?v=14mil0tEIac

I'm still working on the CMake file, I'm testing the CMake file in Linux, but all the code can be compiled also using Windows or Mac OS X.

Thanks
Pier Paolo

Re: Larmor-Physx: Voronoi shatter C++ API on Bullet collisio

Posted: Sat Sep 13, 2014 12:44 pm
by PierPaoloCiarravano
Hi,

I added the trunk/src/CMakeLists.txt to the project and you can use this to build the Linux/Windows/MacOSX binary version.

Follow the instructions in https://code.google.com/p/larmor-physx/ ... svn30&r=30

I have updated also the Windows binary version in trunk/bin.

The project is in a complete refactoring phase at the moment and it is completely experimental, I'm working into the new version that will have 2D and 3D texture support, integration with 3D editors and GUI interface.

I can't give further support for the compilation.

Thank you very much

Pier Paolo