[ODE] Triangle Mesh Creation Time.
Jaroslav Sinecky
jsinecky at tiscali.cz
Mon Jun 11 23:13:07 MST 2007
Hi,
Frédéric Brachfogel wrote:
> Anyone for this no ? Is my question clear ?
>
> Thank you,
>
>
> F.Brachfogel
>
> --------------------------------------
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> ------------------------------------------------------------------------
> From: fred3d2 at hotmail.com
> To: fred3d2 at hotmail.com
> Subject: RE: [ODE] Triangle Mesh Creation Time.
> Date: Sat, 9 Jun 2007 14:11:31 +0000
>
>
>
> Thank you for reply.
>
> A simple solution for me is to use custom collision class (?).
>
This is not clear to me .... do you think implementing dynamic trimesh
collision on your own is a simple solution?
>
>
> I have a question about this :
>
> The user collision function fills a contact data array.
> How will the engine (ODE) perform the pose changes on the
> geom to simulate the contact so that there is no
> inter-penetrations ? In other terms, how must I fill the
> contact data ? In the case of patch ?
>
This is covered in ODE documentation, try to search it for
"dContactGeom". Or even better, read it through before going on with
some serious ODE development.
>
>
> F.Brachfogel
>
> --------------------------------------
> Chronophage Games
> 3-5 rue Lashermes
> 43000 Le Puy en Velay
> FRANCE
>
>
> ------------------------------------------------------------------------
> > Date: Fri, 8 Jun 2007 11:35:56 -0700
> > From: hplus-ode at mindcontrol.org
> > To: fred3d2 at hotmail.com
> > CC: ode at ode.org
> > Subject: Re: [ODE] Triangle Mesh Creation Time.
> >
> > Yes, triangle mesh creation for 2,000 triangles is
> likely to take more
> > than 5.e-5 seconds.
> >
> > Cheers,
> >
> > / h+
> >
> >
> > Frédéric Brachfogel wrote:
> > > Hello,
> > >
> > > I would like to know if a collision triangle mesh
> creation takes time
> > > ( more than 5.e-5 secondes in a "common" 3 Ghz
> processor ) (
> > > precisely: dGeomTriMeshDataCreate +
> dGeomTriMeshDataBuild +
> > > dCreateTriMesh ) ? This is because I have to generate
> collision
> > > triangle meshes ( around 20, 2000 triangles for each )
> in real time in
> > > a simulation.
> > >
> > > I will test it, but if I have a confirmation before, I
> will - maybe -
> > > win time =)
> > >
> > > Thank you.
> > >
> > >
> > > F.Brachfogel
> > >
> > > --------------------------------------
> > > Chronophage Games
> > > 3-5 rue Lashermes
> > > 43000 Le Puy en Velay
> > > FRANCE
> > >
> > >
> > >
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Cheers,
Jaroslav
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