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On 11/18/2012 11:28 PM, clipka wrote:
> Am 17.11.2012 10:47, schrieb Jaime Vives Piqueres:
>
>> The idea is that you have that reaaally nice and complex CSG,
>> isosurface, or any other non-mesh object, and you want to use it into
>> the physics simulation. Currently you are out of luck if it can't be
>> approximated with simple collision shapes, but even the most basic and
>> ugly tessellation will do a pretty god job in obtaining something that
>> will act as the "real thing" on the simulation...
>
> Maybe one way to get good tesselation would be to implement tesselation
> rules for each primitive, plus some algorithm to do CSG on meshes. Add
> to that a feature to dump any given object from SDL back into an .inc
> file (which would be a very neat feature of its own), use PoseRay to
> convert that .inc file to .obj, and we should be there.
>
There is the open source (I think) CarveCSG, but there are some quirks
in it, most of them resulting from intersection cases, where the parts
being "carved" into/by, don't cross an edge. Sometimes it works, other
times it looks like it works, until you try to do something, like UV
mapping in an editor, and other times it just fails to work at all.
Something would need to be done to test for such cases, and then
adjust/correct for it, obviously.
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