Re: New blog entry with question

"Christian Van Brussel" <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
The call to DecomposeConcaveMesh() will populate the collision object that
you provide with the convex colliders of the decomposition. You are
therefore free to manipulate them afterwards.


> The important thing of this tool is that it produces something that can
> then later be
> edited further (for example by AresEd). Tools like these should only be
> expected to generate
> a start/proposal setup as you will always want to be able to edit the
> colliders later (for example
> to eliminate colliders for detail in the level that is not relevant for
> collision detection and
> to eliminate colliders for geometry that can't be reached by the player).
>
> Greetings,
>
> On Mon, Jun 4, 2012 at 9:07 AM, Christian Van Brussel <
> [email protected]> wrote:
>
>> > I think Bullet actually has some code to decompose general(?) meshes
>> > into convex parts.
>>
>> Yes, and this tool has already been integrated in the physics2 plugin
>> through the method iCollisionSystem::DecomposeConcaveMesh(). The main
>> thing that we need to test about it is its ability to handle non-closed
>> meshes.
>>
>>
>>
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>
>
>
> --
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Live Security Virtual Conference
Exclusive live event will cover all the ways today's security and 
threat landscape has changed and how IT managers can respond. Discussions 
will include endpoint security, mobile security and the latest in malware 
threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
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